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Krom Ganesh
Holdfast Syndicate Amarr Empire
523
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Posted - 2013.11.01 15:13:00 -
[1] - Quote
Make it so Uplinks within a certain distance of each other causes an increased spawn time.
This would mean you could spam uplinks in an area but it would take your team longer to spawn in that area. Of course, the increased spawn time will be shown on the spawn screen causing your teammates to look for faster spawns elsewhere.
This system would encourage smarter placing uplinks because otherwise your team will lose spawn mobility and you will get less WPs. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6859
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Posted - 2013.11.01 15:25:00 -
[2] - Quote
I very much like this
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads Gû¦Gû+
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Skihids
Bullet Cluster Legacy Rising
2375
|
Posted - 2013.11.01 15:38:00 -
[3] - Quote
This isn't really required, but it's the least onerous way to discourage very close placement of uplinks.
It's basically a stacking penalty like the others we are familiar with. Two uplinks close together increases the spawn time on each by a small fraction, a third a bit more, and the fourth even more. That would throttle the arrival rate of mercs to just a little under what it would be if you had only the one uplink. The stacking penalty should never make the total time for a squad to spawn than if there was one link as stacking penalties never make adding another module actually hurt your stat. That is, adding another damage modifier doesn't reduce your damage, it just adds only a little bit.
The penalty would come in the form of lowering in the spawn time of a single merc. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3780
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Posted - 2013.11.01 15:38:00 -
[4] - Quote
Bumping a ******* genius post.
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CLONE117
Planetary Response Organization Test Friends Please Ignore
439
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Posted - 2013.11.01 15:41:00 -
[5] - Quote
since there r really only a few individual players that drop 50 uplinks in a single match.
y not just limit the players abillty to drop them lets say cut them down to where only a single person with uplinks can only deploy 1 uplink.
this means that they couldnt run several different uplinks on a logi suit and drop them all in the same area.
if they tried they would all get insta destroyed.
some what like std uplinks where if u deploy one in one area and deploy another the previous deployed one will disappear.
so if a team wants spam uplinks the entire team would need to be carry an uplink.
which would make them difficult to spam as it would be a pain just to try. and thus hurt those uplink spammers and actually give the other team a chance at taking the objective.
right now the only way to deal with uplink spam would be a well placed orbital.
this would mean the player couldnt just run up to an objective drop 50 uplinks all around the place and hold it forever.
it would mean they would have to actually be careful about the placement of their uplinks. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
527
|
Posted - 2013.11.01 15:44:00 -
[6] - Quote
Skihids wrote:This isn't really required, but it's the least onerous way to discourage very close placement of uplinks.
It's basically a stacking penalty like the others we are familiar with. Two uplinks close together increases the spawn time on each by a small fraction, a third a bit more, and the fourth even more. That would throttle the arrival rate of mercs to just a little under what it would be if you had only the one uplink. The stacking penalty should never make the total time for a squad to spawn than if there was one link as stacking penalties never make adding another module actually hurt your stat. That is, adding another damage modifier doesn't reduce your damage, it just adds only a little bit.
The penalty would come in the form of lowering in the spawn time of a single merc.
This is very reasonable but I'm afraid my suggest would increase spawn time for a squad. If only one merc could use an uplink at a time (as in you can't even select it while someone is spawning on it), then it would be fairly simple to make it so a squad would spawn in the same amount of time on 6 uplinks as it would with 1. However, multiple mercs can spawn on one uplink at a time so average squad time of spawning would go up. |
Wombat in combat
MoIden Heath PoIice Department EoN.
123
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Posted - 2013.11.01 17:11:00 -
[7] - Quote
Drop uplink spammers do not care how long it takes for people to spawn, just increasing their chances that someone will spawn on theirs. Most of the time when DU are placed close together you can't tell anyway the timer on each. So I'm afraid this will not solve the problem but only make it worse.
I'm much more in favour a hard cap per player, like 4-8 uplink types per player. |
Seymor Krelborn
DUST University Ivy League
1065
|
Posted - 2013.11.01 17:34:00 -
[8] - Quote
Krom Ganesh wrote:Make it so Uplinks within a certain distance of each other causes an increased spawn time.
This would mean you could spam uplinks in an area but it would take your team longer to spawn in that area. Of course, the increased spawn time will be shown on the spawn screen causing your teammates to look for faster spawns elsewhere.
This system would encourage smarter placing uplinks because otherwise your team will lose spawn mobility and you will get less WPs.
bad idea... then some troll can purposely put links close to yours just to sabotage his own team...
better idea... destroy them they are worth 5 wp now... |
virgindestroyer7
Onslaught Inc RISE of LEGION
1014
|
Posted - 2013.11.01 17:40:00 -
[9] - Quote
If we had the ability to destroy blue uplinks i would agree with this.
People who are unawares of the changes, trolling or just being jerks would totally take advantage of this.. unless you always lock your squad and don't allow randoms in there how else would you prevent this from happening to your squad? |
Skihids
Bullet Cluster Legacy Rising
2375
|
Posted - 2013.11.01 17:57:00 -
[10] - Quote
Krom Ganesh wrote:Skihids wrote:This isn't really required, but it's the least onerous way to discourage very close placement of uplinks.
It's basically a stacking penalty like the others we are familiar with. Two uplinks close together increases the spawn time on each by a small fraction, a third a bit more, and the fourth even more. That would throttle the arrival rate of mercs to just a little under what it would be if you had only the one uplink. The stacking penalty should never make the total time for a squad to spawn than if there was one link as stacking penalties never make adding another module actually hurt your stat. That is, adding another damage modifier doesn't reduce your damage, it just adds only a little bit.
The penalty would come in the form of lowering in the spawn time of a single merc. This is very reasonable but I'm afraid my suggest would increase spawn time for a squad in an uplink spammed area. If only one merc could use an uplink at a time (as in you can't even select it while someone is spawning on it), then it would be fairly simple to make it so a squad would spawn in the same amount of time on 6 uplinks as it would with 1. However, multiple mercs can spawn on one uplink at a time so average squad time of spawning would go up.
Ah, I heard that MCRU spawns were sequential and assumed that was true of uplinks as well. If that is correct then there is very little rational for penalizing grouped uplinks.
If close grouping doesn't yield an advantage, why worry about it?
If they are that close one flux will take them out so it's no no more difficult to clear three as one.
If they are dispersed far enough that you can't get to them, then you aren't in immediate danger from someone spawning on them.
What's really the problem here? |
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CLONE117
Planetary Response Organization Test Friends Please Ignore
439
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Posted - 2013.11.01 18:37:00 -
[11] - Quote
alot of the time when it comes to uplink spam they are scattered all over the place.
behind walls around buildings.
spamming flux grenades will not clear all of them out.
essentially at this point they might just be used as diversions for the flux nade users.
while the hidden one becomes the most used at this point.
it also becomes extremely annoying when trying to select your own spawn location.
can sometimes cause lots of lagg when respawning too.
have u ever tried not to spawn on an uplink when u die in the area of them?
its takes to much time trying to select an objective spawn when u died in the center of an uplink spam fest.
i think players should only be able to deploy one uplink only as if they were only carrying 1.
if they deploy another one the previous deployed link should self destruct or something like that.
it functions this way with standard uplinks i think it should be this way across the board.
lets say u deploy a std link.
then deploy a proto link.
the std link would disappear.
this would cut down on the uplink spam. and make the players more aware of where they are dropping them...
which would add more tactical value to them. |
Skihids
Bullet Cluster Legacy Rising
2375
|
Posted - 2013.11.01 19:25:00 -
[12] - Quote
Your suggestion would basically make uplinks useless.
I find that strategic use of uplinks involves deploying several in an arc at the battle front in Domination. A single uplink concentrates your team in one place that invites grenades and orbitals.
I rarely drop two links within thirty meters of each other, the exception being the bridge in Domination mode as there is a single approach to the objective.
Strategic deployment in Skirmish involves two or three uplinks near the objective but separated enough that they encourage different routes/flanking to the objective. The worst thing you can do with uplinks is to concentrate your team in one place.
Thats one reason I am reluctant to place uplinks on rooftops. It tends to concentrate the entire team in one small area which yields control to the opposite team and results in a slaughter as the enemy has one small area to concentrate on.
Properly shaping a battle with uplinks requires five or more depending on the mode. Limit deployment to one and you can't so much with it.
People aren't giving much thought to this, and that's because the majority haven't spent much if any time in the role of Logistics. I'm not talking about water bearers running around with a rep tool attached to a heavy, but someone who is working at a higher level to create a tend to lines of reinforcement or creating flanking opportunities.
There's a whole level of game beyond rushing around and shooting face. Some of us prefer that.
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Iron Wolf Saber
Den of Swords
9827
|
Posted - 2013.11.01 19:34:00 -
[13] - Quote
I see this backfiring.
CPM 0 Secretary
Omni-Soldier Specialist
Current Theme \\=Advanced Forge Gun =// Unlocked.
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Django Quik
Dust2Dust.
1688
|
Posted - 2013.11.01 19:40:00 -
[14] - Quote
Skihids wrote:People aren't giving much thought to this, and that's because the majority haven't spent much if any time in the role of Logistics. I'm not talking about water bearers running around with a rep tool attached to a heavy, but someone who is working at a higher level to create a tend to lines of reinforcement or creating flanking opportunities.
There's a whole level of game beyond rushing around and shooting face. Some of us prefer that.
If only everyone played with your level of consideration for the game/team Skihids. Unfortunately, most do no and the result is so much uplink spam that you can't even tell if there are blueberries amongst them when looking from the map.
I like the slower deployment idea but the problem comes with communicating that this will happen to the person dropping the uplink. Unless they read descriptions, forums or whatever, how will they know that this is happening and that their uplink spam is hurting? Perhaps add a big red visual warning on the screen when someone brings out an uplink too close to another?
Dust2Dust - Funeral arrangements for all of New Eden. Join our public channel D2D. to chat and squad with us.
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Krom Ganesh
Holdfast Syndicate Amarr Empire
531
|
Posted - 2013.11.01 19:52:00 -
[15] - Quote
virgindestroyer7 wrote:If we had the ability to destroy blue uplinks i would agree with this.
People who are unawares of the changes, trolling or just being jerks would totally take advantage of this.. unless you always lock your squad and don't allow randoms in there how else would you prevent this from happening to your squad?
I think we need this ability as well. But this comes at the risk of the reverse of what you said, people trolling by destroying all the uplinks.
I see two ways of handling that
A) You deal reduced damage to your teammate's uplinks
B) They can only be destroyed through melee attacks
This would give use the ability to destroy an uplink while at the same time hopefully making destroying uplinks too tedious for a griefer.
@Django:
What about after pulling out an uplink, all uplinks within the reduced efficacy range appear on the HUD similar to how squad mates appear along with a distance measurement? That way people would know where the conflicting uplink is and how far away they need to get from it. There should also be a warning if it is placed within the reduced efficacy range informing the person who placed the uplink of the increased spawn time. |
Skihids
Bullet Cluster Legacy Rising
2375
|
Posted - 2013.11.01 20:17:00 -
[16] - Quote
I'd like to get a clear description of the problem and how any proposed solution addresses it, along with consideration of unintended consequences.
For example:
[Ul]Closely spaced uplinks[/ul]
Definition: Three or more uplinks within five meters of each other, possibly blocked from each other by structures
Habitat: Generally found around the objective in Domination
Effect: allows the defending team to respawn quickly, hindering conquest of the area by a small number of opponents who cannot destroy all of them quickly.
Desired effect: a small number of mercs should be able to whittle down the occupying force over time to take it, but cannot due to multiple uplinks.
Proposed solution: increase spawn time for closely spaced uplinks by X percentage/seconds for each uplink within a five meter radius of each uplink.
How this works to mitigate the effect and achieve the desired outcome: this slows down the respawn rate which allows a kill rate of X eventually eliminate the occupying force.
Unintended consequences/workarounds: placement of only one or two well placed uplinks still allows full speed respawning and still protects the resupply line. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
532
|
Posted - 2013.11.01 20:36:00 -
[17] - Quote
Skihids wrote:Unintended consequences/workarounds: placement of only one or two well placed uplinks still allows full speed respawning and still protects the resupply line.
As it should. There is nothing wrong with using uplinks to effectively hold an area. The problem is that after the enemy team has placed so many uplinks your team cannot destroy them fast enough to stem the flow of enemies no matter how well they are handling them. In other words, if you have enough uplinks in an area, you effectively create a spawn hub that is extremely difficult if not impossible to shut down.
Imagine playing a round of domination with objective spawning. |
SirManBoy
Molon Labe. RISE of LEGION
334
|
Posted - 2013.11.01 22:07:00 -
[18] - Quote
The uplink hate is ridiculous. If you don't like them, destroy them. You get points for this now, you know?
An entrenchment/beachhead should be a massive pain in the ass to root out and the amount of violence required to do so should absolutely need to be excessive and mutually punitive. This isn't Pattycakes 514, guys. |
Skihids
Bullet Cluster Legacy Rising
2377
|
Posted - 2013.11.02 02:28:00 -
[19] - Quote
Quote: Effect: allows the defending team to respawn quickly, hindering conquest of the area by a small number of opponents who cannot destroy all of them quickly.
- It isn't so much the speed of spawn, but the difficulty of preventing their spawning.
So the closer together the links are the easier it is to destroy all at once, right?
Quote:How this works to mitigate the effect and achieve the desired outcome: this slows down the respawn rate which allows a kill rate of X eventually eliminate the occupying force.
- By slowing down the respawn rate, the attack force is given a better chance of removing the vast amount of uplinks.
Wait, you JUST said it won't alter the spawn rate! If there is no waiting on an uplink, then the respawn rate of ten uplinks is the same as one. So this proposal won't do what you want.
Quote:Unintended consequences/workarounds: placement of only one or two well placed uplinks still allows full speed respawning and still protects the resupply line.
- As it should. There is nothing wrong with using uplinks to effectively hold an area. The problem is that after the enemy team has placed so many uplinks your team cannot destroy them fast enough to stem the flow of enemies no matter how well they are handling them. In other words, if you have enough uplinks in an area, you effectively create a spawn hub that is extremely difficult if not impossible to shut down.
Imagine playing a round of domination with objective spawning.
I have played Domination with objective spawning. The difference is that you can't flux or destroy the letter with an OB.
I have also placed numerous uplinks on and around an objective and had the enemy roll my team and destroy every last one of them both with and without an OB. Uplinks won't save an out played team, even on the bridge which is probably the most subject to uplink use. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
533
|
Posted - 2013.11.02 02:46:00 -
[20] - Quote
Skihids wrote:
Wait, you JUST said it won't alter the spawn rate! If there is no waiting on an uplink, then the respawn rate of ten uplinks is the same as one. So this proposal won't do what you want.
???
The whole point of the idea was to decrease spawn rate. If you are talking about "It isn't so much the speed of spawn, but the difficulty of preventing their spawning" what I meant was that the problem isn't that the enemy are spawning too fast (in other words the base uplink spawn time is fine), it is that there are too many uplinks to get rid of before more enemies spawn in. Increasing the time it takes to spawn gives the attackers more time to remove the uplinks between enemies spawning in as opposed to a more direct solution of not letting uplinks be placed within a certain distance of each other.
Quote: I have played Domination with objective spawning. The difference is that you can't flux or destroy the letter with an OB.
And if you place enough uplinks (and not put them right on top of each other to prevent fluxes from destroying more than one at a time) you simulate that. And OBs can't hit everything.
Quote: I have also placed numerous uplinks on and around an objective and had the enemy roll my team and destroy every last one of them both with and without an OB. Uplinks won't save an out played team, even on the bridge which is probably the most subject to uplink use.
True, if one team is lopsidedly better than the other, uplinks won't be able to hold off the other team. However, given teams of similar skill, the entrenched team will gain an overwhelming advantage over the attacking team simply because the attacking team has little to no chance of removing all the uplinks in between enemies spawning in. |
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SirManBoy
Molon Labe. RISE of LEGION
336
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Posted - 2013.11.02 03:28:00 -
[21] - Quote
Krom Ganesh wrote:[quote=Skihids] Quote: I have also placed numerous uplinks on and around an objective and had the enemy roll my team and destroy every last one of them both with and without an OB. Uplinks won't save an out played team, even on the bridge which is probably the most subject to uplink use.
True, if one team is lopsidedly better than the other, uplinks won't be able to hold off the other team. However, given teams of similar skill, the entrenched team will gain an overwhelming advantage over the attacking team simply because the attacking team has little to no chance of removing all the uplinks in between enemies spawning in.
Wait a second...you mean to tell me, all other things equal, superior logistical support wins games? My mind is blown. It's as if Dust 514 is trying to be a unique, creative, and complex game where more than pew-pew matters. Why would CCP do such a thing?! I mean, shouldn't all shooters be exactly the same--a showcase for great marksman to kill everyone with lesser weapon skills like fish in a barrel? All of these incredibly meaningful and effective contributions by support players must be removed, CCP! We must maintain the rich tradition of mindless, assault-oriented dominance and this paradigm must never be challenged! It is the only way, the one true path. All praise be to assault players! |
Krom Ganesh
Holdfast Syndicate Amarr Empire
534
|
Posted - 2013.11.02 03:50:00 -
[22] - Quote
SirManBoy wrote:Krom Ganesh wrote:Skihids wrote: I have also placed numerous uplinks on and around an objective and had the enemy roll my team and destroy every last one of them both with and without an OB. Uplinks won't save an out played team, even on the bridge which is probably the most subject to uplink use.
True, if one team is lopsidedly better than the other, uplinks won't be able to hold off the other team. However, given teams of similar skill, the entrenched team will gain an overwhelming advantage over the attacking team simply because the attacking team has little to no chance of removing all the uplinks in between enemies spawning in. Wait a second...you mean to tell me, all other things equal, superior logistical support wins games? My mind is blown. It's as if Dust 514 is trying to be a unique, creative, and complex game where more than pew-pew matters. Why would CCP do such a thing?! I mean, shouldn't all shooters be exactly the same--a showcase for great marksman to kill everyone with lesser weapon skills like fish in a barrel? All of these incredibly meaningful and effective contributions by support players must be removed, CCP! We must maintain the rich tradition of mindless, assault-oriented dominance and this paradigm must never be challenged! It is the only way, the one true path. All praise be to assault players!
I'm not saying that uplinks shouldn't give a tactical advantage. I'm saying that deploying a lot of uplinks gives too much of an advantage.
You can't have a "creative, and complex" game when the only viable strategy given two teams of similar skill is to rush the objective and spam uplinks.
And fyi, I play as a scout, not an assault so the last thing I want to turn this into "a showcase for great marksman to kill everyone with lesser weapon skills like fish in a barrel" |
Hecarim Van Hohen
Bullet Cluster Legacy Rising
205
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Posted - 2013.11.02 04:22:00 -
[23] - Quote
Sensible as far as lore goes, would still leave room for "griefing" and would reduce the abominable uplink spam somewhat... +1
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G Torq
ALTA B2O
260
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Posted - 2013.11.02 10:23:00 -
[24] - Quote
virgindestroyer7 wrote:If we had the ability to destroy blue uplinks i would agree with this.
People who are unawares of the changes, trolling or just being jerks would totally take advantage of this.. unless you always lock your squad and don't allow randoms in there how else would you prevent this from happening to your squad? See my various comments on the topics - should be possible to, on purpose(!), to use your droplinks in a detrimental manner, at least in PC and FW. That you can then destroy them (Friendly Fire?), is perfectly fine.
Why are you even reading this?
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6927
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Posted - 2013.11.06 17:30:00 -
[25] - Quote
Idea is great, the potential for abuse is actually a good thing; it completely fits with New Eden allowing players to screw each other over.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads Gû¦Gû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6984
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Posted - 2013.11.09 18:11:00 -
[26] - Quote
KAGEHOSHI Horned Wolf wrote:Idea is great, the potential for abuse is actually a good thing; it completely fits with New Eden allowing players to screw each other over. What he said
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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Talos Vagheitan
157
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Posted - 2013.11.09 18:27:00 -
[27] - Quote
Uplink interference! Great idea.
+1
Who cares what some sniper has to say
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
342
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Posted - 2013.11.10 04:28:00 -
[28] - Quote
I have some thoughts on the matter. But first:
Disclaimer: I am a known and admitted serial dropper of uplinks and sometimes jokingly describe myself as a spam artist.
However, with the exception of domination, I rarely, if ever put uplinks closer than 20m apart. It makes no sense. Last night I was playing an ambush of all things and some idiot ran across the pipes on the Ashland map and within seconds, had dropped no less than 6 uplinks about 5m apart all across the pipes. This is obviously unnecessary, perhaps even in a Dom match. It just clutters the map. I might be selfish and want more WP for myself, but it does get annoying trying to pick a place to spawn in, and also I donGÇÖt want the nerf hammer to hit and kill our class. Either way, when an uplink wh0re like me thinks thereGÇÖs a problem, there must be. So whatGÇÖs the solution? IGÇÖm not a fan of the ones proposed here, really:
1) The problem I have with the GÇ£reduce spawn time for stacked uplinksGÇ¥ solution is that people like the one described above donGÇÖt give a sh!t. They are not doing that for strategic reasons, they are farming WP. They will just keep on spamming uplinks all over the place, dropping their militia hives right on top of my ADV/PRO ones all day (or they may do it to awox, too). A stacking penalty wonGÇÖt even cross their minds.
2) Similarly the draconian hard caps that have been proposed will end up hurting strategically-minded players like Skihids (or myself) and our teams. I spend at least 30% of each battle running around like a madman trying to place uplinks where they either are or will soon be needed so that my squadmates can concentrate on killing. (Plus another 1 or 2 as fallback position(s) if we get overrun and need a rally point, but I digress). If I can only place 2 uplinks total, then suddenly everyone is going to have to carry them, and most of them have not invested the SP to get good ones nor will or should they invest the time and effort to put them in the best locations. ThatGÇÖs what a logistics player is for! (Or a good scout, IGÇÖd love to run some scout fits but damn they are made of paper and balsa wood.)
I have three thoughts: (you could use a variation of these for nanohives as well)
1) Making a radius for uplinks makes sense. You canGÇÖt drop them within, I dunno, letGÇÖs randomly pick 10-20m of eachother for the sake of argument. The way to implement this would either be: - One of them pops (IGÇÖd vote that the lower tier link does) - The new one sits there dead and maybe activates if the original one is destroyed or otherwise disappears.
2) If you instituted caps, it would have to be done in a way that does not penalize people who actually play logistics GÇ£properlyGÇ¥ (bad term, I know), meaning those who actually think about where they drop this stuff. This way, only those people who take the time and SP to really specialize would have the ability to drop a lot of links. The result would be probably a small decrease in the total number of uplinks dropped but a significant increase in the intelligenceof their placement. IGÇÖve proposed this before (link): A way to implement this would be making the equivalent of a weapon proficiency skill, but for equipment, so you could have, say, 1 link active total at level 0 proficiency, 2 at level one, and maybe 6 or so at level 5.
3) This one does nothing to reduce spam, but I'd like to see squad equipment (links/hives) show up green like everything else so you know which ones are yours (and presumably higher quality) and which one is some scrub WP farmers militia link which will spawn you into a trapped space under some stairs or right in the middle of the street.
Templar'd for her pleasure
Amarr victor!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7060
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Posted - 2013.11.14 19:13:00 -
[29] - Quote
Do it
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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CLONE117
planetary retaliation organisation
474
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Posted - 2013.11.14 19:48:00 -
[30] - Quote
..... why not just make it to where each individual player can only have one uplink active at a time?
lets say all they have is a std uplink in their equipment slot. they place one down.
then place another one down. the previous one disappears.
expanding this effect across all uplinks on a fitting would be more effective.. |
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