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Heavenly Daughter
the Aurum Grinder and Company
323
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Posted - 2014.02.07 12:31:00 -
[1] - Quote
It goes without saying that no manufactured item, made by man or machine is infallible to error.
Could you build in a natural % chance of failure to all used equipment, whether these should include rep gun and injector I'm not sure.
I think a small % would be enough and those items would simply fail to activate like a faulty mine,RE or nanohive fails to give.
Ideas people. ?
The Organ Grinder & Co. EVE
Heavenly Daughter-Merc Records
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abarkrishna
WarRavens
291
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Posted - 2014.02.07 14:19:00 -
[2] - Quote
I assume New Eden has QA testers. But an interesting concept
No you kill this blueberry hacking the CRU we are camping. I already killed the last 2.
When will they learn!
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1963
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Posted - 2014.02.07 14:33:00 -
[3] - Quote
I don't like this idea. I don't see it doing anything but causing frustration. I'm sure all the equipment is tested to make sure it will last as long as a 15 minute battle.
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
MAG ~ Seryi Volk Executive Response
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Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1735
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Posted - 2014.02.07 14:42:00 -
[4] - Quote
Heavenly Daughter wrote:It goes without saying that no manufactured item, made by man or machine is infallible to error.
Could you build in a natural % chance of failure to all used equipment, whether these should include rep gun and injector I'm not sure.
I think a small % would be enough and those items would simply fail to activate like a faulty mine,RE or nanohive fails to give.
Ideas people. ?
Of course. We should also add that your weapons have a chance to jam and to become useless. Same should go for your dropsuit. You run around. Suddenly dropsuit failure and you die. Same should go for vehicles. Flying in a dropship. And out of nowhere it crashes. Great idea OP.
Sign up for Caldari FW and defeat the evil Gallente Overlords!
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Heavenly Daughter
the Aurum Grinder and Company
323
|
Posted - 2014.02.07 18:14:00 -
[5] - Quote
Aikuchi Tomaru wrote:Heavenly Daughter wrote:It goes without saying that no manufactured item, made by man or machine is infallible to error.
Could you build in a natural % chance of failure to all used equipment, whether these should include rep gun and injector I'm not sure.
I think a small % would be enough and those items would simply fail to activate like a faulty mine,RE or nanohive fails to give.
Ideas people. ? Of course. We should also add that your weapons have a chance to jam and to become useless. Same should go for your dropsuit. You run around. Suddenly dropsuit failure and you die. Same should go for vehicles. Flying in a dropship. And out of nowhere it crashes. Great idea OP.
I never said, weapons, suits or vehicles, I said EQUIPMENT. So much for your sarcasm. FAIL
The Organ Grinder & Co. EVE
Heavenly Daughter-Merc Records
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Dexter307
The Unholy Legion Of DarkStar
864
|
Posted - 2014.02.07 18:21:00 -
[6] - Quote
This is one of the stupidest ideas I've ever heard NO! BAD OP BAD! |
Killar-12
The Corporate Raiders Top Men.
2246
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Posted - 2014.02.07 20:19:00 -
[7] - Quote
Heavenly Daughter wrote:Aikuchi Tomaru wrote:Heavenly Daughter wrote:It goes without saying that no manufactured item, made by man or machine is infallible to error.
Could you build in a natural % chance of failure to all used equipment, whether these should include rep gun and injector I'm not sure.
I think a small % would be enough and those items would simply fail to activate like a faulty mine,RE or nanohive fails to give.
Ideas people. ? Of course. We should also add that your weapons have a chance to jam and to become useless. Same should go for your dropsuit. You run around. Suddenly dropsuit failure and you die. Same should go for vehicles. Flying in a dropship. And out of nowhere it crashes. Great idea OP. I never said, weapons, suits or vehicles, I said EQUIPMENT. So much for your sarcasm. FAIL His point is that all Items ought to be treated equally the Equipment nerf is enough.
Listen
I'll change the song every week
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Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1738
|
Posted - 2014.02.07 21:12:00 -
[8] - Quote
Heavenly Daughter wrote:Aikuchi Tomaru wrote:Heavenly Daughter wrote:It goes without saying that no manufactured item, made by man or machine is infallible to error.
Could you build in a natural % chance of failure to all used equipment, whether these should include rep gun and injector I'm not sure.
I think a small % would be enough and those items would simply fail to activate like a faulty mine,RE or nanohive fails to give.
Ideas people. ? Of course. We should also add that your weapons have a chance to jam and to become useless. Same should go for your dropsuit. You run around. Suddenly dropsuit failure and you die. Same should go for vehicles. Flying in a dropship. And out of nowhere it crashes. Great idea OP. I never said, weapons, suits or vehicles, I said EQUIPMENT. So much for your sarcasm. FAIL
But if equipment can fail, why can't everything else fail too?
Sign up for Caldari FW and defeat the evil Gallente Overlords!
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Heavenly Daughter
the Aurum Grinder and Company
323
|
Posted - 2014.02.07 22:08:00 -
[9] - Quote
Aikuchi Tomaru wrote:Heavenly Daughter wrote:Aikuchi Tomaru wrote:Heavenly Daughter wrote:It goes without saying that no manufactured item, made by man or machine is infallible to error.
Could you build in a natural % chance of failure to all used equipment, whether these should include rep gun and injector I'm not sure.
I think a small % would be enough and those items would simply fail to activate like a faulty mine,RE or nanohive fails to give.
Ideas people. ? Of course. We should also add that your weapons have a chance to jam and to become useless. Same should go for your dropsuit. You run around. Suddenly dropsuit failure and you die. Same should go for vehicles. Flying in a dropship. And out of nowhere it crashes. Great idea OP. I never said, weapons, suits or vehicles, I said EQUIPMENT. So much for your sarcasm. FAIL But if equipment can fail, why can't everything else fail too?
For exactly one of the reason stated, you can't have a DS fall from the skies, but general equipment can and does fail so why not introduce it, spice thing up a little.
The Organ Grinder & Co. EVE
Heavenly Daughter-Merc Records
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1973
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Posted - 2014.02.07 22:28:00 -
[10] - Quote
Heavenly Daughter wrote:Aikuchi Tomaru wrote:Heavenly Daughter wrote:Aikuchi Tomaru wrote:Heavenly Daughter wrote:It goes without saying that no manufactured item, made by man or machine is infallible to error.
Could you build in a natural % chance of failure to all used equipment, whether these should include rep gun and injector I'm not sure.
I think a small % would be enough and those items would simply fail to activate like a faulty mine,RE or nanohive fails to give.
Ideas people. ? Of course. We should also add that your weapons have a chance to jam and to become useless. Same should go for your dropsuit. You run around. Suddenly dropsuit failure and you die. Same should go for vehicles. Flying in a dropship. And out of nowhere it crashes. Great idea OP. I never said, weapons, suits or vehicles, I said EQUIPMENT. So much for your sarcasm. FAIL But if equipment can fail, why can't everything else fail too? For exactly one of the reason stated, you can't have a DS fall from the skies, but general equipment can and does fail so why not introduce it, spice thing up a little. Why only equipment though? A weapon would be just as likely, if not more likely, to fail than a price of equipment. I feel this entire thread is a hidden "nerf logi WP so I can be at the top of the scoreboard" message.
Yours Truly,
Reginald Fizzer94 Delafontaine III, Esquire
MAG ~ Seryi Volk Executive Response
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Ghermard-ol Dizeriois
Maphia Clan Corporation
157
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Posted - 2014.02.07 23:06:00 -
[11] - Quote
Dexter307 wrote:This is one of the stupidest ideas I've ever heard NO! BAD OP BAD!
Y U NO *slap* ?
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
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Twelve Guage
Death Firm. Canis Eliminatus Operatives
57
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Posted - 2014.02.07 23:35:00 -
[12] - Quote
This is sounding strangely like another way to nerf just the logistics class. I actually kind of like the ideal but only if its apply to every other aspect of game. I want to see dropships falling out air, maybe um having tanks lock up for no particular reason or having a grenade go off while still in your belt or just flat out having a flux nade exploded like a grenade. You know what let's also have people have to hack an objective 2 or 3 times before it goes through. I can see the game being more interesting this way.
Death Firm recruiter and sandwiches maker.
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Twelve Guage
Death Firm. Canis Eliminatus Operatives
57
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Posted - 2014.02.07 23:46:00 -
[13] - Quote
Heavenly Daughter wrote:Aikuchi Tomaru wrote:Heavenly Daughter wrote:Aikuchi Tomaru wrote:Heavenly Daughter wrote:It goes without saying that no manufactured item, made by man or machine is infallible to error.
Could you build in a natural % chance of failure to all used equipment, whether these should include rep gun and injector I'm not sure.
I think a small % would be enough and those items would simply fail to activate like a faulty mine,RE or nanohive fails to give.
Ideas people. ? Of course. We should also add that your weapons have a chance to jam and to become useless. Same should go for your dropsuit. You run around. Suddenly dropsuit failure and you die. Same should go for vehicles. Flying in a dropship. And out of nowhere it crashes. Great idea OP. I never said, weapons, suits or vehicles, I said EQUIPMENT. So much for your sarcasm. FAIL But if equipment can fail, why can't everything else fail too? For exactly one of the reason stated, you can't have a DS fall from the skies, but general equipment can and does fail so why not introduce it, spice thing up a little. This statement right here doesn't make any sense. Our suit our guns the things we pull into battle can all be considered equipment in one way or another. They may not be the same equipment that everyone is using but it is equipment no less. It is all in how you play the game.
Death Firm recruiter and sandwiches maker.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
53
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Posted - 2014.02.08 00:23:00 -
[14] - Quote
Rather than having Dropsuits, Dropships, equipment etc out and out fails, why not just have <1% chance of anything being spawned with a malfunctioning module or a decrease in one aspect of it's profile? This could be righted by swapping suits at a Supply Depot or by recalling and respawning the vehicle, leaving you perfectly fine, or you could end up with a completely different malfunction.
Purifier. First Class.
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SteelheadPep
SAM-MIK
35
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Posted - 2014.02.08 00:43:00 -
[15] - Quote
Heavenly Daughter wrote:It goes without saying that no manufactured item, made by man or machine is infallible to error.
Could you build in a natural % chance of failure to all used equipment, whether these should include rep gun and injector I'm not sure.
I think a small % would be enough and those items would simply fail to activate like a faulty mine,RE or nanohive fails to give.
Ideas people. ? Sure if we're going to have random equipment failure how about adding weapons and vehicles as well, which would also be more realistic, and go over like a lead balloon I might add. There are enough things going wrong during a match that we can chalk up to various forms of failure (Ouch) without adding more. |
Twelve Guage
Death Firm. Canis Eliminatus Operatives
59
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Posted - 2014.02.08 00:45:00 -
[16] - Quote
Megaman Trigger wrote:Rather than having Dropsuits, Dropships, equipment etc out and out fails, why not just have <1% chance of anything being spawned with a malfunctioning module or a decrease in one aspect of it's profile? This could be righted by swapping suits at a Supply Depot or by recalling and respawning the vehicle, leaving you perfectly fine, or you could end up with a completely different malfunction. I'm really liking where your going with this however I would like to see the percentage of a malfunction be something like five percent on basic and advance gear and maybe something like 7 to 10 percent on proto gear.
Death Firm recruiter and sandwiches maker.
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SteelheadPep
SAM-MIK
35
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Posted - 2014.02.08 00:50:00 -
[17] - Quote
Sorry didn't intend to repeat other mercs response. Just thought I would comment before reading others, humble apologies from a support logi, carry on. |
Megaman Trigger
Knights of Eternal Darkness League of Infamy
54
|
Posted - 2014.02.08 00:58:00 -
[18] - Quote
Twelve Guage wrote:Megaman Trigger wrote:Rather than having Dropsuits, Dropships, equipment etc out and out fails, why not just have <1% chance of anything being spawned with a malfunctioning module or a decrease in one aspect of it's profile? This could be righted by swapping suits at a Supply Depot or by recalling and respawning the vehicle, leaving you perfectly fine, or you could end up with a completely different malfunction. I'm really liking where your going with this however I would like to see the percentage of a malfunction be something like five percent on basic and advance gear and maybe something like 7 to 10 percent on proto gear.
Not sure if Proto should be that high a % for fail rate. <1% Militia, 1% Basic, 2% Advanced and 3% Proto?
Purifier. First Class.
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Twelve Guage
Death Firm. Canis Eliminatus Operatives
59
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Posted - 2014.02.08 01:23:00 -
[19] - Quote
Megaman Trigger wrote:Twelve Guage wrote:Megaman Trigger wrote:Rather than having Dropsuits, Dropships, equipment etc out and out fails, why not just have <1% chance of anything being spawned with a malfunctioning module or a decrease in one aspect of it's profile? This could be righted by swapping suits at a Supply Depot or by recalling and respawning the vehicle, leaving you perfectly fine, or you could end up with a completely different malfunction. I'm really liking where your going with this however I would like to see the percentage of a malfunction be something like five percent on basic and advance gear and maybe something like 7 to 10 percent on proto gear. Not sure if Proto should be that high a % for fail rate. <1% Militia, 1% Basic, 2% Advanced and 3% Proto? I'm basing this off of how things work in EVE and from what I've been told proto stuff in Eve isn't the best gear. However I do think that the only gear that should not be affected by this would be militia and officer gear.
Death Firm recruiter and sandwiches maker.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
54
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Posted - 2014.02.08 01:33:00 -
[20] - Quote
Twelve Guage wrote:Megaman Trigger wrote:Twelve Guage wrote:Megaman Trigger wrote:Rather than having Dropsuits, Dropships, equipment etc out and out fails, why not just have <1% chance of anything being spawned with a malfunctioning module or a decrease in one aspect of it's profile? This could be righted by swapping suits at a Supply Depot or by recalling and respawning the vehicle, leaving you perfectly fine, or you could end up with a completely different malfunction. I'm really liking where your going with this however I would like to see the percentage of a malfunction be something like five percent on basic and advance gear and maybe something like 7 to 10 percent on proto gear. Not sure if Proto should be that high a % for fail rate. <1% Militia, 1% Basic, 2% Advanced and 3% Proto? I'm basing this off of how things work in EVE and from what I've been told proto stuff in Eve isn't the best gear. However I do think that the only gear that should not be affected by this would be militia and officer gear. I can agree with Militia gear, being as it's very simply built, but not so much with the officer gear. Maybe a low %, but still something. I know it should be powerful, as it's so rare, but it shouldn't be infallible.
Purifier. First Class.
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Twelve Guage
Death Firm. Canis Eliminatus Operatives
59
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Posted - 2014.02.08 02:19:00 -
[21] - Quote
Megaman Trigger wrote: I can agree with Militia gear, being as it's very simply built, but not so much with the officer gear. Maybe a low %, but still something. I know it should be powerful, as it's so rare, but it shouldn't be infallible.
Okay yeah I can see that.
Death Firm recruiter and sandwiches maker.
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J4yne C0bb
Molon Labe. Public Disorder.
204
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Posted - 2014.02.08 02:45:00 -
[22] - Quote
My injectors already fail to pick mercs up a certain percentage of the time, and now you want to intentionally introduce a percentage rate of failure? No. Absof***inglutely not.
Min Logi | aka Punch R0ckgroin, Fatsuit
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
54
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Posted - 2014.02.08 02:56:00 -
[23] - Quote
J4yne C0bb wrote:My injectors already fail to pick mercs up a certain percentage of the time, and now you want to intentionally introduce a percentage rate of failure? No. Absof***inglutely not.
In the case of Injectors, maybe a reduced revive (say -10% armour per tier) would be better than failing to revive.
Purifier. First Class.
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Twelve Guage
Death Firm. Canis Eliminatus Operatives
59
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Posted - 2014.02.08 06:15:00 -
[24] - Quote
Megaman Trigger wrote:J4yne C0bb wrote:My injectors already fail to pick mercs up a certain percentage of the time, and now you want to intentionally introduce a percentage rate of failure? No. Absof***inglutely not. In the case of Injectors, maybe a reduced revive (say -10% armour per tier) would be better than failing to revive. Um only if it also has a chance of accidentally healing more too . Oh you know what would be better if we had a nanite injecter that would malfunction and revived people with like 10 percent health and a random amounts of shields.
Death Firm recruiter and sandwiches maker.
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deepfried salad gilliam
Sanguine Knights
429
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Posted - 2014.02.08 07:12:00 -
[25] - Quote
nanites repair the damaged equipment fixing malfunction before malfunction
Proud Christian
one of the most essential parts of eve is left out of dust: freedom, exploration, open-world gameplay.
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Heavenly Daughter
the Aurum Grinder and Company
324
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Posted - 2014.02.08 08:59:00 -
[26] - Quote
Twelve Guage wrote:Megaman Trigger wrote:Rather than having Dropsuits, Dropships, equipment etc out and out fails, why not just have <1% chance of anything being spawned with a malfunctioning module or a decrease in one aspect of it's profile? This could be righted by swapping suits at a Supply Depot or by recalling and respawning the vehicle, leaving you perfectly fine, or you could end up with a completely different malfunction. I'm really liking where your going with this however I would like to see the percentage of a malfunction be something like five percent on basic and advance gear and maybe something like 7 to 10 percent on proto gear.
Way to much %, mass produced items (Cars for instance) .3% rejection rate.
The Organ Grinder & Co. EVE
Heavenly Daughter-Merc Records
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Heavenly Daughter
the Aurum Grinder and Company
324
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Posted - 2014.02.08 09:07:00 -
[27] - Quote
J4yne C0bb wrote:My injectors already fail to pick mercs up a certain percentage of the time, and now you want to intentionally introduce a percentage rate of failure? No. Absof***inglutely not.
If you actually bother to read my OP, I said, they may be better left off, or at least a mater for discussion. Secondly, your problem is game mechanics which, if they worked as intended the connection wouldn't fail.
The Organ Grinder & Co. EVE
Heavenly Daughter-Merc Records
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X7 lion
Swamp Tempo Canis Eliminatus Operatives
104
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Posted - 2014.02.08 10:49:00 -
[28] - Quote
irl maybe, but in game its too pointless and unbalanced to implement realistically.
I am death incarnate, you will not see me or hear me.
You shall only feel the strike of my blade.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
54
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Posted - 2014.02.08 13:49:00 -
[29] - Quote
Twelve Guage wrote:Megaman Trigger wrote:J4yne C0bb wrote:My injectors already fail to pick mercs up a certain percentage of the time, and now you want to intentionally introduce a percentage rate of failure? No. Absof***inglutely not. In the case of Injectors, maybe a reduced revive (say -10% armour per tier) would be better than failing to revive. Um only if it also has a chance of accidentally healing more too . Oh you know what would be better if we had a nanite injecter that would malfunction and revived people with like 10 percent health and a random amounts of shields.
Over-active nanites. That seems reasonable. Only instead of shields, it could be more armour (+10% normal revive) or even a small portion of ammo restored. It would be a small chance of happening per injection.
Purifier. First Class.
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