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Thread Statistics | Show CCP posts - 66 post(s) |
steadyhand amarr
shadows of 514
3144
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Posted - 2014.06.04 12:44:00 -
[151] - Quote
Only those weak of mind went crazy plenty of us headed mordus 514 call and are fine though nrarly all 1st gen pc characters(weekend testers) have now gone into retariment.
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Charlotte O'Dell
Sooper Speshul Ponee Fors
2474
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Posted - 2014.06.04 13:10:00 -
[152] - Quote
I would like to see the salvaging skills become something huge in this game. Scanners specific to types of containers, salavaging tools for different kinds of containers and materials. Something so no one person can salvage more than 20% of item types without at least a year worth of SP.
Charlotte O'Dell is the highest level unicorn!
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Severus Smith
Caldari State
545
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Posted - 2014.06.04 14:49:00 -
[153] - Quote
Godin Thekiller wrote:Severus Smith wrote:Godin Thekiller wrote:That's not how missions rats work, and we are the gen 1 mercs, but I think you get the gist of what I want: variation in security mission rats. We're Gen 2 clones. Created after Mordu's Private Trials. Else we'd all be going crazy, scrawling 514 across walls with our own blood, and trying to kill everyone. This thread says otherwise. And I tried finding a link saying that we are second gen, but I have currently found nothing. That thread actually says otherwise... if you commented "I wish to hunt or become the hunted" then you could possibly get a Templar Renegade character added to your account for a few days for you to play. Any player who kills a Templar Renegade 3x times gets an ISK bounty.
The Templar Renegades are the Gen 1 clones who did not join the Amarr Empire.
We are the Gen 2+ clones who are hunting the Gen 1's and being paid 2.5 million ISK each by the Amarr to kill them.
I can't find a specific article where CCP confirms this. But there are plenty of threads, articles, and lore (news, books, etc) that all hint / support us not being Gen 1 because we would be insane and hunted by all of the Empires. |
steadyhand amarr
shadows of 514
3144
|
Posted - 2014.06.04 16:12:00 -
[154] - Quote
Ug wheres that email with the trails law. All weekend testers where 1st gens who heeded mordus signal this is why the empires freaked out and launched a huge man hunt for a few 1000 thousands clones that vanished.
Months later the empress came up with the clean version. And then heth went nuts and the rest is history.
Theoricly anyone who starts in legion will be a 5th gen clone
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Maken Tosch
DUST University Ivy League
8740
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Posted - 2014.06.04 17:43:00 -
[155] - Quote
lateriss wrote:calisk galern wrote:my main question about this is why in gods name is nobody making weapons for the legion users....
is their a fluff reason nobody in eve's industrial focused economy wants to make weapons for these planet battles. Crafting! I would craft weapons in Eve for the boots on the ground. But I would prefer to do it in Legion.
In Eve Online, it's not called "crafting". It's called "manufacturing" because technically you're relying on factories to produce the goods.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Goro Scornshard
DUST University Ivy League
105
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Posted - 2014.06.04 21:07:00 -
[156] - Quote
Well, I think a new type of logi suit or a whole new industrial class should get bonuses for salvage and if the assault suit is getting two light slots doing away with commando suits another suggestion for a heavy suit is one that relies on drones, salvage drones perhaps being one type that could be used. |
Scheneighnay McBob
The Last of DusT. General Tso's Alliance
5165
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Posted - 2014.06.05 14:36:00 -
[157] - Quote
This was probably already mentioned, but could I follow around a player (or even a drone), wait for them to gather enough stuff, kill them, and take what they salvaged? Essentially would the stuff they salvage stick around in a truck by them to wait for an RDV, or would it be magically beamed up like a vehicle recall?
I have a devious plan to plant some REs on some salvageable material, then detonating them on whoever tries digging through that.
péñpâ¦pé+pâìpââpâêpü«tÄﵺÿpüïpéÅpüäpüä
pé¦pâ+pé¦pâ½pâäpâ¬pâ¦pé¦pâ¼pâ+pâêpü»sñ¬S+ïpéè
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lateris ablon
Commando Perkone Caldari State
2
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Posted - 2014.06.05 16:42:00 -
[158] - Quote
[Interaction] It would be fun if there was an animation while fighting a drone that they use their tentacles and throw the dust bunny across the terrain.
My bad on the crafting term, just a industry generalization. /Salutes Eve Uni :) I have played Eve for 8 years and know better heh. |
lateris ablon
Commando Perkone Caldari State
2
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Posted - 2014.06.06 00:16:00 -
[159] - Quote
Godin Thekiller wrote:I'm baffled that you guys think that it's a good idea to have salvaging being the only way to fund the market.............
Allow manufacturing.
o-0-((~Hack a Salvage Drone and turn them on your enemies, then burn the enchanted forest down with it~))-0-o
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Maken Tosch
DUST University Ivy League
8752
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Posted - 2014.06.06 00:50:00 -
[160] - Quote
lateris ablon wrote:Godin Thekiller wrote:I'm baffled that you guys think that it's a good idea to have salvaging being the only way to fund the market............. Allow manufacturing.
Manufacturing will require some time without a doubt. Every item will need a blueprint copy with a set limit of runs, type of materials needed and what quantities for every unique item, material efficiency and time efficiency level, etc. It's a long list to do and that's just on what we already have in Dust which is not including the many things still missing.
But remember that this is all for Eve players who already have an established system of manufacturing. This means they will need Legionaries to provide the materials which means we will have to harvest those materials which also means salvaging will NOT be the only source to rely on (looks at the PC districts).
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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steadyhand amarr
shadows of 514
3159
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Posted - 2014.06.06 12:36:00 -
[161] - Quote
Tbh you need a seeded market before you allow a free for market, in EvE online market was years in the making, salvage is our version of mining, i imagen next step will be modifications (or scarping and making new guns) and last bit will then be moving the goods around.
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Natu Nobilis
DUST BRASIL S.A Dark Taboo
537
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Posted - 2014.06.06 18:39:00 -
[162] - Quote
I agree with the necessity of a NPC seeded market at first until the player one can actually supply the demand.
However, the logisticis and transportation is essential, i should be able to kill and steal someone before he can safely get to wherever he-¦s going.
Silkroad is a good example of this: They have 2 classes (Hunter - Thief ) and you go merry on your way moving things from one town to the other (the further the town is, the more they pay you for your items), it takes soemthign like 20 - 30 min for the closest town, and on the way you can be ambushed bu thiefs and protected by Hunters.
A successful trip pays you a looooot of money and you can make a living out of it, but you have to choose: Big profits for going alone or paying someone to protect your stuff on the way and split the rewards,
It would be an interesting way of setting up a logistical operation and getting people used to sell stuff, so that alter they could remove the npc seeding and leave only player ones. |
Vance Alken
Commando Perkone Caldari State
166
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Posted - 2014.06.09 01:20:00 -
[163] - Quote
CCP Wolfman wrote:Scarcity of personal resources available to any player deploying is something that weGÇÖre interested in exploring i.e. limited gear, limited clones so that death counts.
Garth brought up the idea of loot extraction. This is also a concept we like. You donGÇÖt just get loot, you need to GÇÿbank GÇÿ it in some way once itGÇÖs in your possession. This opens up a lot of interesting possibilities for emergent play :-)
It'd be nice if the only way to bank/save anything was to get it off-planet first. If there's an inventory system (how else would looting work?) I'd hope that you can store loot in vehicles as well. Call in an RDV, anything close to where it lands will be picked up. Friendly marked players (and 'their' loot) could hitch a ride as well as you.
Or, if you have too much for an RDV to handle and don't want to risk multiple landings right in the same area, you could just drive back to a spaceport (or perhaps a corp/alliance owned transfer site in the far future) in-district.
It'd also be nice if there was some way to store loot in the same vehicle (or even on the same person if different suits have different storage capabilities) but have the loot itself be 'owned' by different players, it's all going back to the same space station, so why not have some sort of futuristic sounding RFID equivalent tagging system that automatically triggers when you pick up fresh loot? Of course, it could be triggered manually to override someone else's claim...
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CCP Wolfman
C C P C C P Alliance
2988
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Posted - 2014.06.09 02:14:00 -
[164] - Quote
Ok, a few more quick responses to questions IGÇÖve seen popping up.
Is all salvage items?
I saw someone mentioned the desire to GÇ£loot garbageGÇ¥ and some of the salvage is indeed GÇÿjunkGÇÖ. These are items or parts of items too damaged to be used but still of some value. The quality of junk varies and can be sold for ISK.
Drone aggression
Drones arenGÇÖt planned to be immediately aggressive. Their reaction to you will depend on your actions. For example, if you are doing a lot of scanning for salvage they will become more GÇÿinterestedGÇÖ in you and will attack. If you kill drones they will become very interested in you We intend to have a cooldown on this so it is possible to get back in their good books.
EVE players and drones
IGÇÖve seen a few comments asking whether or not EVE players will be allowed to deploy drones to salvage themselves. This is a pretty cool idea although it seems like a shame to not create a player to player relationship between EVE pilots and mercs on the ground. Still interesting possibilities there for the future.
Is loot destructible and how do you GÇÿbankGÇÖ it?
Yes. The idea weGÇÖre developing is that players use a deployable GÇ£harvesterGÇ¥ to gather loot from a site before you take it to an extraction point to GÇÿbankGÇÖ it. This harvester contains the salvage and can be destroyed or you can be killed and it taken from you.
Manufacturing
LotGÇÖs of questions about this. I wouldnGÇÖt rule it out for future development but at the moment we are focusing on getting the core gameplay up and running. One of the nice things about the more free form nature of Salvage gameplay is that it provides a good foundation to build on and develop different experiences and connections between players.
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SponkSponkSponk
The Southern Legion Final Resolution.
869
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Posted - 2014.06.09 03:24:00 -
[165] - Quote
Wolfman, your post has brought up an idea (based on the 'can Eve players deploy drones to salvage' plus 'how to bank salvage')
Eve players may have a role to play in easing the logistical problems with hauling salvage somehow?
Like, but deploying tractor drones that are the size of a dropship, to hoover up stockpiles of salvage and bring it up to space? Or otherwise provide a level of automation to avoid the grind of parking a bunch of salvage in an APC and driving back to the pickup spot?
Note that there's a power discrepancy between Eve players and legionnaires, so it shouldn't be possible to just fly by and vacuum up twenty player's stockpiles of salvage then fly off without a care.
Dust/Eve transfers
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Oceltot Mortalis
The Phoenix Federation Dark Taboo
2
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Posted - 2014.06.09 04:34:00 -
[166] - Quote
Salvage optimizers? Equipment like a repair tool to pull better/more loot from salvage. Role bonus of the logistics dropsuit. Encourages working as a group/pair. Maybe even a super expensive logistics vehicle that does the same and also stores it? It would make the pilot drop suit able to be implemented... Just saying :)
Also, I would love to see underground caverns! Just think about the implementation! Only in low/null sec, only one way in or out, so you will probably get camped as you come out, but the loot is SUPER awesome, so you leave a contingency to guard the entrance, but they double cross you anyways, and you vow endless vengeance on them and their corporation! Have to scan for them like eve pilots scan for wormholes.
WHOA EXPLORATION METAGAME!!!!!!!
You're welcome. |
Oceltot Mortalis
2
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Posted - 2014.06.09 05:26:00 -
[167] - Quote
Also, I don't think EVE pilots should be able to aide in salvaging. Killing, logistics (spawn location, ammo drop, installation drops), and socializing, sure. But you spoil the fun of being out on the frontier, the exploration of the unknown, "will we make it back with this sweet loot?" If it's not challenging, it's not rewarding.
If you MUST let them help, make sure it's only more convenient for a solo merc or something like that. Otherwise, you ruin the backstabbing gameplay.
In life, I have this to regret. That too often, when I acquired ISK, I did not have enough of it.
-everyone in EVE, ever
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CCP Wolfman
C C P C C P Alliance
2989
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Posted - 2014.06.09 07:07:00 -
[168] - Quote
We plan on creating upgrades for things like salvage scanning, salvage capacity etc. Some good ideas are coming up in this thread for sure. I think thereGÇÖs a lot of scope for progression in this area though of course weGÇÖre trying to stay focused on core gameplay to begin with.
Related to that, I donGÇÖt think we need to begin with lots and lots of complex mechanics to create complex and exciting player behaviour. I think a lot of this will be driven by the players themselves and in very early tests weGÇÖve already seen people behaving quite differently (we discovered some trolls in the office for sure!). Salvaging isnGÇÖt a directed game mode like Skirmish or Domination, I am hoping to see it develop a little more organically as people play it and we see how they behave.
Speaking of behaviour, I have another question. The plan is that in high sec you will not be able to kill each other and then risk increases with reward throughout the security levels. Outside of high sec what kind of limitations do you think should be placed on PVP in Salvage fields? None at all once you leave high sec? Some controls in low sec?
Let me know what you think.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5996
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Posted - 2014.06.09 07:27:00 -
[169] - Quote
CCP Wolfman wrote:We plan on creating upgrades for things like salvage scanning, salvage capacity etc. Some good ideas are coming up in this thread for sure. I think thereGÇÖs a lot of scope for progression in this area though of course weGÇÖre trying to stay focused on core gameplay to begin with.
Related to that, I donGÇÖt think we need to begin with lots and lots of complex mechanics to create complex and exciting player behaviour. I think a lot of this will be driven by the players themselves and in very early tests weGÇÖve already seen people behaving quite differently (we discovered some trolls in the office for sure!). Salvaging isnGÇÖt a directed game mode like Skirmish or Domination, I am hoping to see it develop a little more organically as people play it and we see how they behave.
Speaking of behaviour, I have another question. The plan is that in high sec you will not be able to kill each other and then risk increases with reward throughout the security levels. Outside of high sec what kind of limitations do you think should be placed on PVP in Salvage fields? None at all once you leave high sec? Some controls in low sec?
Let me know what you think.
Maybe implement a skill/upgrade to reduce the player being perceived as a threat to the drones? That'd be interesting.
Honestly I think having friendly fire turned off and more junk-loot in High Sec is a great incentive to want to expand from there. For Low-Sec you could probably turn on Friendly Fire at a 50% value, which would be quite forgiving for accidents and still allow someone seriously dedicated to killing you the ability to do so. I'm on the fence about that because if I have the ability to kill another player and steal his stuff, I want to have the full capability in doing that.
Can't really think of any other controls I'd want to see placed on the gameplay as it would restrict that sort of emergent gameplay from happening. I'm of the volition that, unless it becomes a problem, allow it.
Useful Links
Aeon Amadi for CPM1
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CCP Wolfman
C C P C C P Alliance
2989
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Posted - 2014.06.09 07:43:00 -
[170] - Quote
A drone trolling module, that is a cool idea. I'm not sure about damage reductions either, it is possible to do now but it makes weapons feel weak and can make firefights a bit long and comical :-)
If we don't do anything then my worry is that when people leave high sec they may well fall off a cliff in to a world of ganking... |
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SponkSponkSponk
The Southern Legion Final Resolution.
869
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Posted - 2014.06.09 08:34:00 -
[171] - Quote
CCP Wolfman wrote: If we don't do anything then my worry is that when people leave high sec they may well fall off a cliff in to a world of ganking...
*cough*dayz*cough*
Frankly, there needs to be some sort of game mechanic like gate guns for Legion, or else there will be people camping the CRUs and spawn spots everywhere in low sec (orbital sentry drones?). You need to pressure people to move away from prime spawn-camping spots or it will be bad.
Having said that, an effective anti-spawn-camping mechanic with persistent memory (i.e. personal security status) is probably all that's needed for low sec, especially with a judicious banning of certain weapons or equipment from high sec.
tldr; I would totally play full friendly-fire low sec open world Legion.
Dust/Eve transfers
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11044
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Posted - 2014.06.09 08:48:00 -
[172] - Quote
I would like a piece of equipment that allows me to temporarily hack a hostile drone and make it kill other drones for me. It could be a valuable distraction or defense. The duration of the drone control should vary based on tier.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5999
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Posted - 2014.06.09 09:02:00 -
[173] - Quote
CCP Wolfman wrote:A drone trolling module, that is a cool idea. I'm not sure about damage reductions either, it is possible to do now but it makes weapons feel weak and can make firefights a bit long and comical :-)
If we don't do anything then my worry is that when people leave high sec they may well fall off a cliff in to a world of ganking...
To expand on what the last guy said, those types of games are very very niche and personally I don't find them fun at all, but there's a lot to learn from them. Day Z, Rust, Infestation, they all have the same sort of general feel where it becomes more Kill On Sight and less working together because there's generally no reason to when you want all the loot to yourself. But there's an inherent problem...
Throwing up some defenses around CRUs would be a decent enough solution, but it'd probably just borrow from the same problem every survival game has in that it just makes these exclusive little zones that players -KNOW- there will be activity at, creating sort of camping grounds. What -I- would do is get some friends together, send three-five people to go gather loot and another three-five people to just camp the CRU-area to prevent anyone from leaving.
That being said - and before I go on, I just want to say I've never played the game, was just told about it - Nether apparently has this concept where the more player-killing you do, the more attention you attract from the Nethers (funny as that sounds, lol!!!) which I think would be a decent enough fail-safe. The more player-killing you do, the more attention you get from the Drones as a threat. Something I was mentioning earlier but, your call. Just spit-balling here.
Useful Links
Aeon Amadi for CPM1
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CCP Wolfman
C C P C C P Alliance
2992
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Posted - 2014.06.09 09:47:00 -
[174] - Quote
Aeon Amadi wrote:CCP Wolfman wrote:A drone trolling module, that is a cool idea. I'm not sure about damage reductions either, it is possible to do now but it makes weapons feel weak and can make firefights a bit long and comical :-)
If we don't do anything then my worry is that when people leave high sec they may well fall off a cliff in to a world of ganking... To expand on what the last guy said, those types of games are very very niche and personally I don't find them fun at all, but there's a lot to learn from them. Day Z, Rust, Infestation, they all have the same sort of general feel where it becomes more Kill On Sight and less working together because there's generally no reason to when you want all the loot to yourself. But there's an inherent problem... Throwing up some defenses around CRUs would be a decent enough solution, but it'd probably just borrow from the same problem every survival game has in that it just makes these exclusive little zones that players -KNOW- there will be activity at, creating sort of camping grounds. What -I- would do is get some friends together, send three-five people to go gather loot and another three-five people to just camp the CRU-area to prevent anyone from leaving. That being said - and before I go on, I just want to say I've never played the game, was just told about it - Nether apparently has this concept where the more player-killing you do, the more attention you attract from the Nethers (funny as that sounds, lol!!!) which I think would be a decent enough fail-safe. The more player-killing you do, the more attention you get from the Drones as a threat. Something I was mentioning earlier but, your call. Just spit-balling here.
It would be possible for us to make player kills a factor in the drones interest in you. Not sure why they would care but they could... |
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CCP Wolfman
C C P C C P Alliance
2992
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Posted - 2014.06.09 09:54:00 -
[175] - Quote
KAGEHOSHI Horned Wolf wrote:I would like a piece of equipment that allows me to temporarily hack a hostile drone and make it kill other drones for me. It could be a valuable distraction or defense. The duration of the drone control should vary based on tier.
it's technically possible since we can already have drones that are "on your team". However we'll have to accurately determine how many total drones and players we can handle at any one time before looking at features like this. It would be pretty sweet though, I've always wanted a pet drone |
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Oceltot Mortalis
2
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Posted - 2014.06.09 11:30:00 -
[176] - Quote
CCP Wolfman wrote:We plan on creating upgrades for things like salvage scanning, salvage capacity etc. Some good ideas are coming up in this thread for sure. I think thereGÇÖs a lot of scope for progression in this area though of course weGÇÖre trying to stay focused on core gameplay to begin with.
Related to that, I donGÇÖt think we need to begin with lots and lots of complex mechanics to create complex and exciting player behaviour. I think a lot of this will be driven by the players themselves and in very early tests weGÇÖve already seen people behaving quite differently (we discovered some trolls in the office for sure!). Salvaging isnGÇÖt a directed game mode like Skirmish or Domination, I am hoping to see it develop a little more organically as people play it and we see how they behave.
Speaking of behaviour, I have another question. The plan is that in high sec you will not be able to kill each other and then risk increases with reward throughout the security levels. Outside of high sec what kind of limitations do you think should be placed on PVP in Salvage fields? None at all once you leave high sec? Some controls in low sec?
Let me know what you think.
I believe that High sec should allow FF, and that the security status should apply to loot and killing. let me explain.
Let's say you have a noob in high-sec that just found an officer weapon, Thale's to be specific, and he's headed back to base to bank it so he can camp like a pro during whatever PvP legion has to offer in the sandbox. But wait, here comes "le pirate/opportunist" who happens to see him pick it up, or just scans him to see what loot he has, and decides he wants the camping boomstick. Pirate runs up with cloak activated, shotguns the noob in the back and there is the Thales on the ground waiting to be picked up, but not like it did for the noob.
It's yellow and flashy. This just became a stolen item with a beacon on it to let all mercs in the area know where to find the person that picks it up. This beacon has a few properties to go along with it.
1. No operation or riding in a vehicle, as they are hooked up to the planetary police system via WiFi. 2. Everyone in a 10k radius knows exactly where to find you (dropsuit WiFi) 3. Should you happen to see a concord installation, CONCORDOKKEN!!!! (You get blapped) 4. These space beacons have a fickle battery life and are removed after 15 minutes. 5. Whoever kills the individual with the blinky loot, gets a bounty from concord and the loot is returned to the rightful owner upon turning in the bounty to concord.
However, this is all in highsec.
There are different ways to make this more suitable for low sec: timer reduction, radius reduction, bounty increase, beacon no longer denies vehicle use, and beacons will only drop on loot when within a certain proximity to an installation/base (within WiFi range) And complete removal of the system for null sec is preferred.
Also, the implementation of this system could be built around the entire idea of WiFi, in that High Sec has installations everywhere, therefore beacons always drop. Low sec has choke points in between but out of range of the installations so you can get away with it if you are careful. Null sec has one installation, everything around it is fair game.
In life, I have this to regret. That too often, when I acquired ISK, I did not have enough of it.
-everyone in EVE, ever
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Skybladev2
LUX AETERNA INT RUST415
116
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Posted - 2014.06.09 11:38:00 -
[177] - Quote
My concerns are concentrated here: https://forums.dust514.com/default.aspx?g=posts&m=2150320 , see Missions section
<[^_^]>
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steadyhand amarr
shadows of 514
3161
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Posted - 2014.06.09 12:30:00 -
[178] - Quote
Junk loot and common loot in high sec was gate guns and FF on. I nice safe way to skill and grind up for low sec
Which is more junk loot + mid and rare level loot? Gate guns work but FF is off so high tail it if a gang shows up.
Null sec/ huge pay days but a free for all you need friends just to get out the spawn area :-P
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6003
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Posted - 2014.06.09 12:40:00 -
[179] - Quote
CCP Wolfman wrote:Aeon Amadi wrote:CCP Wolfman wrote:A drone trolling module, that is a cool idea. I'm not sure about damage reductions either, it is possible to do now but it makes weapons feel weak and can make firefights a bit long and comical :-)
If we don't do anything then my worry is that when people leave high sec they may well fall off a cliff in to a world of ganking... To expand on what the last guy said, those types of games are very very niche and personally I don't find them fun at all, but there's a lot to learn from them. Day Z, Rust, Infestation, they all have the same sort of general feel where it becomes more Kill On Sight and less working together because there's generally no reason to when you want all the loot to yourself. But there's an inherent problem... Throwing up some defenses around CRUs would be a decent enough solution, but it'd probably just borrow from the same problem every survival game has in that it just makes these exclusive little zones that players -KNOW- there will be activity at, creating sort of camping grounds. What -I- would do is get some friends together, send three-five people to go gather loot and another three-five people to just camp the CRU-area to prevent anyone from leaving. That being said - and before I go on, I just want to say I've never played the game, was just told about it - Nether apparently has this concept where the more player-killing you do, the more attention you attract from the Nethers (funny as that sounds, lol!!!) which I think would be a decent enough fail-safe. The more player-killing you do, the more attention you get from the Drones as a threat. Something I was mentioning earlier but, your call. Just spit-balling here. It would be possible for us to make player kills a factor in the drones interest in you. Not sure why they would care but they could...
Rogue/Wild Drones in the lore will go out of their way to attack unsuspecting mining vessels, despite usually posing little to no threat at all. That being said, if some dude runs into a salvage field with a bunch of rogue drones, firing his weapon like a maniac, I'd imagine the rogue drones would perceive a potential threat regardless of what he's aiming at. They're also privy to attacking Capsuleers on the fly, as well.
"Code Aria Inquiry shows strong evidence of Rogue Drones abducting Capsuleer pilots, by hacking into the ships computer and overriding pilot commands to the ship, how wide spread this phenomenon is at this time is unknown."
Rogue Drones are pretty finicky and are pretty unreliable as to what they're going to do at any given time. The broken ones are particular savage as well. Here's an exerpt if you don't feel like reading the whole Chronicle:
"It tests the other senses. It can detect the gaseous traces coming from the other room. Good. Zoom and unzoom works as well; it can count the ridges in a pen that's lying on the floor. It can sense audio waves as well. It picks up one now. Coming from a nearby cupboard. The drone turns and slowly flies in the direction of that cupboard. The sound from the other side is quiet, very quiet. It's someone breathing, in a staccato rhythm.
Gently, the drone nudges open the cupboard door. Inside, it sees a young woman, dressed in a lab coat. The woman's eyes are red-rimmed, and she's mouthing silent words. The drone hums with something resembling pleasure. It revolves silently in the air so that its head faces downwards. Its feelers shoot out like pythons and fasten the woman to the wall by her head and shoulders. Two pairs of feelers clamp on to her jaw and pry it open.
The drone has been trying to fix itself, trying to re-make itself into an undamaged creature. But it has been running out of hosts. Now it has found one. And her face is open to let it in, to let it be born again."
Useful Links
Aeon Amadi for CPM1
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SponkSponkSponk
The Southern Legion Final Resolution.
870
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Posted - 2014.06.09 14:17:00 -
[180] - Quote
I have previously made the case for always-on friendly fire here.
I'm not suggesting there be no consequences for friendly fire in high-sec areas, or the absence of weapon safeties to prevent accidents, but I believe there is a case to be made.
Dust/Eve transfers
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