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Author |
Thread Statistics | Show CCP posts - 17 post(s) |
Fox Gaden
Immortal Guides Learning Alliance
5847
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Posted - 2015.01.15 14:17:00 -
[181] - Quote
Breakin Stuff wrote:MINA Longstrike wrote:Based on some number wizardry I did in aeons thread, I determined that clone vat bays for 30 clones takes up about 1.8million m3 of space.
Orca's have a total volume of just over 10million m3, the Charon (caldari freighter) has a volume of >17million m3 A large battleship like a machariel only has a volume of about .6million
So we're looking at something that's larger than a battleship but probably still considerably smaller than an orca.. In fact I'd say warbarges could be done at roughly 1/3-1/2 the total volume of the orca and still have plenty of space for our vehicles, a few MCC's and whatever production facilities / special warbarge stuff is available along with all other regular 'warbarge' functions. Not if you gut the battleship and repurpose everything but engineering and bridge spaces Cargo capacity of a ship is just theholds. I'm talking about gutting the crew decks, living spaces and repurposing the entire ship. Not just the bays. One clone is approximately 2 cubic meters. Call a cheap flash growth vat 5 m3 to contain it. You're down to 150 m3 per 30 vat clones. So 1500 m3 for 300 if you pack those bastards in like sardines. We aren't talking the full medical grade clones used by the empire and capsuleers. We're talking cheapsh*t chop jobs that you intend to expend slightly more slowly than you expend ammunition. Warbarges should represent innovation, cunning and economy of space and action. Fancy, expensive ( or even legal) operations are the purview of empires, rich moguls and capsuleers. Immortal clone mercenaries would, by necessity have become the outright masters of squeezing six cents out of a nickel. And squeezing 11 decimeters out of a meter. The mindset should not be "standardized fitting." The mindset should be "repurposed for killing." Yeah, I have to agree with this. If it is a ship that has a flight deck to start with (like an Orca or a carrier) it would make refitting to dock MCC's cheaper and easier. If it has a lot of empty space, like a Freighter, the refit would be easier as well. But even a battleship haul can be re-purposed. You don't need the power of Battleship engines, so they can be downgraded. You only need small turrets to do Orbital Bombardment, so that means less space for ammo storage, and less power requirements than running Large turrets. A lot of stuff could be ripped out to make space. So you are not just looking at cargo space of the ship when it was originally built. Cargo space tends to be only a small percentage of the volume of a Warship anyway.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5849
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Posted - 2015.01.15 14:25:00 -
[182] - Quote
Jonny D Buelle wrote:Unsure if this has been touched on or not, but if you do implement earning your first warbarge, I have a couple suggestions.
1) No Aurum Warbarges prior to rite of passage.
I feel this will just cheapen the game. Yes you may not be able to profit from impatient 12 year olds with rich parents but the community (especially poor f***s like me) will appreciate it. After the earn their first one, then offer them the flash looking warbarge.
2) Give us multiple ways of earning our first warbarge.
I'm thinking a ton of isk or a ton of LP.
Additionally maybe you can use the daily missions screen, where, once certain prerequisites are met, you are given a special mission where you must do a difficult but doable stunt/action in battle AND win the battle to earn a warbarge.
Sorry of this seems like a bunch of jumble thoughts I agree with all of this except for requiring a ton of isk or LP to get into their first Warbarge. Instead, frame it as impressing venture capitalists, or Faction Officers, to invest in your career by covering the cost of your first Warbarge.
So getting your first Warbarge would be about proving yourself, rather than about earning ISK or LP.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Breakin Stuff
Internal Error. Negative-Feedback
6449
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Posted - 2015.01.15 14:41:00 -
[183] - Quote
Honestly I'd save "earning" a warbarge for later or legion.
It can be a rite of passage storyline for new mercs.
You want a warbarge/new warbarge/better warbarge?
You must singlehandedly infiltrate, assault and requisition a ship for yourself. Whether you do so by attacking a deep core mining installation to hijack an orca, or you attack a blood raider pirate base for a bhaalgorn, or hit a republic shipyard for a typhoon hull.
If I could have my wish, the warbarge release would be heralded by an event representing mercs across new eden assaulting space elevators, stations, hangars, etc. To get into space and hijack ships, materiels and escape their empire babysitters in the wake of proposed CONCORD restrictions upon merc freedoms, caps in pay and elimination of autonomy.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Jonny D Buelle
Mors Effera
425
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Posted - 2015.01.15 14:42:00 -
[184] - Quote
Fox Gaden wrote:Jonny D Buelle wrote:Unsure if this has been touched on or not, but if you do implement earning your first warbarge, I have a couple suggestions.
1) No Aurum Warbarges prior to rite of passage.
I feel this will just cheapen the game. Yes you may not be able to profit from impatient 12 year olds with rich parents but the community (especially poor f***s like me) will appreciate it. After the earn their first one, then offer them the flash looking warbarge.
2) Give us multiple ways of earning our first warbarge.
I'm thinking a ton of isk or a ton of LP.
Additionally maybe you can use the daily missions screen, where, once certain prerequisites are met, you are given a special mission where you must do a difficult but doable stunt/action in battle AND win the battle to earn a warbarge.
Sorry of this seems like a bunch of jumble thoughts I agree with all of this except for requiring a ton of isk or LP to get into their first Warbarge. Instead, frame it as impressing venture capitalists, or Faction Officers, to invest in your career by covering the cost of your first Warbarge. So getting your first Warbarge would be about proving yourself, rather than about earning ISK or LP.
Well I still think there should be some isk lost and a way to get out of paying the isk.
Maybe the mission would be to introduce you to the Warbarge Broker (for lack of a better term). Even then it could be just an ingame automatic mail. Just like what we had before Uprising when you made a new toon.
He will offer you a Warbarge for a price whether it be LP or ISK or both.
If you don't have the isk to pay maybe another special mission or even using the special contracts tab for once.
I am just really obsessed with the idea of stealing a warbarge for my own personal use.
Edit: Reworded most of it to make more sense.
Drink until you can't drink no more. Then grab another bottle and drink some more! - Demetrious 'Jonny' Buelle.
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Fox Gaden
Immortal Guides Learning Alliance
5851
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Posted - 2015.01.15 15:16:00 -
[185] - Quote
I think that if automatic mail messages could be setup to go to people when certain trigger conditions are reached, it could do a lot to handle the narrative while requiring very little Dev development.
For instance, the first time a player is in a winning match in which they get a kill and earn more than 100 War Points they would get a mail message from a venture capitalist firm saying that they are looking for new mercenaries to invest in, and telling the player that they show promise. Have the message explain that the firm intends to keep an eye on them and if they prove themselves the firm may be willing to finance the purchasing of a Warbarge to take their mercenary career to the next level.
Attaining a loyalty rank with a Faction would trigger a faction specific mail from an Officer in the Faction who is looking to assist up-and-coming mercs to better support the cause.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5851
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Posted - 2015.01.15 15:19:00 -
[186] - Quote
Breakin Stuff wrote:Honestly I'd save "earning" a warbarge for later or legion.
It can be a rite of passage storyline for new mercs.
You want a warbarge/new warbarge/better warbarge?
You must singlehandedly infiltrate, assault and requisition a ship for yourself. Whether you do so by attacking a deep core mining installation to hijack an orca, or you attack a blood raider pirate base for a bhaalgorn, or hit a republic shipyard for a typhoon hull.
If I could have my wish, the warbarge release would be heralded by an event representing mercs across new eden assaulting space elevators, stations, hangars, etc. To get into space and hijack ships, materiels and escape their empire babysitters in the wake of proposed CONCORD restrictions upon merc freedoms, caps in pay and elimination of autonomy. That would be so cool!
But for now, I was thinking just getting a certain number of kills, War Points, Wins, etc.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Jonny D Buelle
Mors Effera
429
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Posted - 2015.01.15 15:50:00 -
[187] - Quote
Fox Gaden wrote:I think that if automatic mail messages could be setup to go to people when certain trigger conditions are reached, it could do a lot to handle the narrative while requiring very little Dev development.
For instance, the first time a player is in a winning match in which they get a kill and earn more than 100 War Points they would get a mail message from a venture capitalist firm saying that they are looking for new mercenaries to invest in, and telling the player that they show promise. Have the message explain that the firm intends to keep an eye on them and if they prove themselves the firm may be willing to finance the purchasing of a Warbarge to take their mercenary career to the next level.
Attaining a loyalty rank with a Faction would trigger a faction specific mail from an Officer in the Faction who is looking to assist up-and-coming mercs to better support the cause.
I feel like stealing this nugget and making a suggestion as I can see this idea (if implemented) going past the use of a rite of passage for the warbarge and into the realm of improving NPE
Drink until you can't drink no more. Then grab another bottle and drink some more! - Demetrious 'Jonny' Buelle.
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steadyhand amarr
shadows of 514
3465
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Posted - 2015.01.15 16:24:00 -
[188] - Quote
Fox Gaden wrote:I think that if automatic mail messages could be setup to go to people when certain trigger conditions are reached, it could do a lot to handle the narrative while requiring very little Dev development.
For instance, the first time a player is in a winning match in which they get a kill and earn more than 100 War Points they would get a mail message from a venture capitalist firm saying that they are looking for new mercenaries to invest in, and telling the player that they show promise. Have the message explain that the firm intends to keep an eye on them and if they prove themselves the firm may be willing to finance the purchasing of a Warbarge to take their mercenary career to the next level.
Attaining a loyalty rank with a Faction would trigger a faction specific mail from an Officer in the Faction who is looking to assist up-and-coming mercs to better support the cause.
This sort of thing is pretty much spot on to where I was coming from too. Though maybe making it part of the mission system would easer and little more intuitive?
You can never have to many chaples
-Templar True adamance
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Fox Gaden
Immortal Guides Learning Alliance
5860
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Posted - 2015.01.15 18:39:00 -
[189] - Quote
steadyhand amarr wrote:Fox Gaden wrote:I think that if automatic mail messages could be setup to go to people when certain trigger conditions are reached, it could do a lot to handle the narrative while requiring very little Dev development.
For instance, the first time a player is in a winning match in which they get a kill and earn more than 100 War Points they would get a mail message from a venture capitalist firm saying that they are looking for new mercenaries to invest in, and telling the player that they show promise. Have the message explain that the firm intends to keep an eye on them and if they prove themselves the firm may be willing to finance the purchasing of a Warbarge to take their mercenary career to the next level.
Attaining a loyalty rank with a Faction would trigger a faction specific mail from an Officer in the Faction who is looking to assist up-and-coming mercs to better support the cause.
This sort of thing is pretty much spot on to where I was coming from too. Though maybe making it part of the mission system would easer and little more intuitive? Or both. "I have sent you a mission, should you chose to accept it, to..."
The one important thing though is to use the automatic mail-outs sparingly. If a player receives them too often they will start to think of them as spam and ignore them. That is why I think they should only be used for character progression, and not stuff like daily missions.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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steadyhand amarr
shadows of 514
3465
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Posted - 2015.01.15 19:31:00 -
[190] - Quote
agree getting a mail from the NPC should be a "oh dam whats this" moment saved only for big mile stones or something important. either way the core of it, is build in some easy steps into the early game that help introduce the player to the world and give him other objectives that can be completed in pub matches etc so its not just a wall of bullets and angry vets :P.
really wish this game was on the PS4 :(
You can never have to many chaples
-Templar True adamance
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Toobar Zoobar
The Unholy Legion Of DarkStar DARKSTAR ARMY
112
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Posted - 2015.01.15 20:38:00 -
[191] - Quote
I had an idea. What if we could view our warbarge in the station hanger, just like in EVE.
It would sure make one of those doors in the merc quarters useful for once.
Just a cool idea.
Specialization: Making typo's.
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MINA Longstrike
Kirjuun Heiian
1899
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Posted - 2015.01.15 23:50:00 -
[192] - Quote
Fox Gaden wrote:I think that if automatic mail messages could be setup to go to people when certain trigger conditions are reached, it could do a lot to handle the narrative while requiring very little Dev development.
For instance, the first time a player is in a winning match in which they get a kill and earn more than 100 War Points they would get a mail message from a venture capitalist firm saying that they are looking for new mercenaries to invest in, and telling the player that they show promise. Have the message explain that the firm intends to keep an eye on them and if they prove themselves the firm may be willing to finance the purchasing of a Warbarge to take their mercenary career to the next level.
Attaining a loyalty rank with a Faction would trigger a faction specific mail from an Officer in the Faction who is looking to assist up-and-coming mercs to better support the cause.
I can understand why you'd want this to be a thing, as honestly this is something that does provide a real feeling of power and growth however I believe that warbarges should be there right from the very start - maybe not *as* warbarges per se but if they're supposed to provide passive effects to everyone. Even just calling them 'personalized clone vat facilities' before [rite of passage] and they get put into [personal warbarge].
The other issue that I have is that dust is not currently structured in a manner where you can 'really' feel like you earned it. If we had some pve stuff I'd love to see say about 4-5 mission paths that lead to your own warbarge (making one, buying one, having one donated, stealing one, or killing for one).
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Maken Tosch
DUST University Ivy League
10756
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Posted - 2015.01.16 05:01:00 -
[193] - Quote
I would borrow a page from Eve Online where you get a Rookie warbarge very much like how Eve players get a Rookie ship of their own for free if they dock up with only a pod and no ships in the hangar. But that Rookie warbarge would only be for new players since it would only have the bare essentials. Kind of like starter suits in Dust.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Pagl1u M
Dead Man's Game RUST415
1339
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Posted - 2015.01.16 11:04:00 -
[194] - Quote
I'm very excited about Warbarges...
...BUT...
...There is one thing that worries me: I got this kind answer from CCP Rattati in another thread
CCP Rattati wrote:Pagl1u M wrote:CCP Rattati wrote: 2) All gear with "more powerful" stats, will be moved to the Warbarge Experimental Laboratory and classified as "Experimental", in other words "super-charged". This is the only place you can get them, not in any drops.
Their stats will be incrementally better than proto, 3% more damage, 10% clip and ammo, 10% better reload speed.
They will be categorized as metalevel = tier+2 and require proficiency level 2.
From what I understood from the thread about Warbarge Designs we will be able to upgrade our subsystem, so we will have a lvl1 Laboratoy, a lvl2, lvl3 and so on. At what rate will the laboratoy create a single experimental weapon, will it change based on the lvl of the laboratory? Will the laboratoy craft weapons passively (so even when we are offline) or will it require us to be online and use isk or other components to actively craft these weapons? How often do you want us to be able to use experimental weapons? like specialist (you can use them in every match) or like officer? or something in the middle? I'm so happy about the future of Dust, this warbarge thing is the best thing in a very long time. Crafting can be done while you are away, and the rate and quality goes up with the level of the Subsystem, up to Officer. Happy you are happy, we are very excited. So: we will all have a Warbarge for free, our warbarge will upgrade itself passively with its Mobile Factory, it will soon start generating passive isks with the Market Network and it will later passively generate experimental weapons.
So: why shouldnt I create 99 alts and have isks and experimental weapons created passively while I play on my main? I will even be able to send those weapons from alts to my main because we are going to have the market.
I think this is a major problem. How are you going to avoid it?
One of the few assaults you'll find in a PC match!
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CCP Rattati
C C P C C P Alliance
14987
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Posted - 2015.01.16 11:08:00 -
[195] - Quote
Pagl1u M wrote:I'm very excited about Warbarges... ...BUT... ...There is one thing that worries me: I got this kind answer from CCP Rattati in another thread CCP Rattati wrote:Pagl1u M wrote:CCP Rattati wrote: 2) All gear with "more powerful" stats, will be moved to the Warbarge Experimental Laboratory and classified as "Experimental", in other words "super-charged". This is the only place you can get them, not in any drops.
Their stats will be incrementally better than proto, 3% more damage, 10% clip and ammo, 10% better reload speed.
They will be categorized as metalevel = tier+2 and require proficiency level 2.
From what I understood from the thread about Warbarge Designs we will be able to upgrade our subsystem, so we will have a lvl1 Laboratoy, a lvl2, lvl3 and so on. At what rate will the laboratoy create a single experimental weapon, will it change based on the lvl of the laboratory? Will the laboratoy craft weapons passively (so even when we are offline) or will it require us to be online and use isk or other components to actively craft these weapons? How often do you want us to be able to use experimental weapons? like specialist (you can use them in every match) or like officer? or something in the middle? I'm so happy about the future of Dust, this warbarge thing is the best thing in a very long time. Crafting can be done while you are away, and the rate and quality goes up with the level of the Subsystem, up to Officer. Happy you are happy, we are very excited. So: we will all have a Warbarge for free, our warbarge will upgrade itself passively with its Mobile Factory, it will soon start generating passive isks with the Market Network and it will later passively generate experimental weapons.So: why shouldnt I create 99 alts and have isks and experimental weapons created passively while I play on my main?I will even be able to send those weapons from alts to my main because we are going to have the market. I think this is a major problem. How are you going to avoid it?
You will claim your weapons from the lab using components, so that will slow you down quite a bit.
Also, you will have to upgrade the warbarge to level 4 to consistently make experimental weapons, again, which will require components and time.
Very possibly, we will add a "fuel" to the warbarge to keep it running, and you get fuel cells (or maybe just components) by actively playing the game (missions and salvage). So only true players can power their warbarge, this should also apply to alts trying to exploit any free clonepacks for Warbarge Flotillas.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Tesfa Alem
Death by Disassociation
711
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Posted - 2015.01.16 11:52:00 -
[196] - Quote
CCP Rattati wrote:
You will claim your weapons from the lab using components, so that will slow you down quite a bit.
Also, you will have to upgrade the warbarge to level 4 to consistently make experimental weapons, again, which will require components and time.
Very possibly, we will add a "fuel" to the warbarge to keep it running, and you get fuel cells (or maybe just components) by actively playing the game (missions and salvage). So only true players can power their warbarge, this should also apply to alts trying to exploit any free clonepacks for Warbarge Flotillas.
Perhaps a tie in with the daily mission?
e.g. complete X amount of missions to get a daily alottment of "fuel or components"
This way, you can keep warbarge upgrades consistent with being active on dust to discourage alt farming, and yet keep players with less time on thier hands competetive with the non stop grinders.
Redline for Thee, but no Redline for Me.
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Breakin Stuff
Internal Error. Negative-Feedback
6474
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Posted - 2015.01.16 12:56:00 -
[197] - Quote
That only works if the aurum dailys are eliminated entirely from the queue.
I would tie the fuel allotment to earning (warvarge average level) x1000 warpoints every couple days?,
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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steadyhand amarr
shadows of 514
3465
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Posted - 2015.01.16 14:51:00 -
[198] - Quote
Please don't go the Ace combat root. It only works for them because of the unique nature of asian market who simply took arcades online =ƒÿå
I'm really not ok limiting functionality ever based on how free time you have. Most people have lives and it's not fair on them and will just drive them away. I stopped playing destiny myself for that very reason
You can never have to many chaples
-Templar True adamance
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Floyd20 Azizora
Tronhadar Free Guard Minmatar Republic
76
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Posted - 2015.01.16 17:07:00 -
[199] - Quote
CCP Rattati wrote:Pagl1u M wrote:I'm very excited about Warbarges... ...BUT... ...There is one thing that worries me: I got this kind answer from CCP Rattati in another thread CCP Rattati wrote:Pagl1u M wrote:CCP Rattati wrote: 2) All gear with "more powerful" stats, will be moved to the Warbarge Experimental Laboratory and classified as "Experimental", in other words "super-charged". This is the only place you can get them, not in any drops.
Their stats will be incrementally better than proto, 3% more damage, 10% clip and ammo, 10% better reload speed.
They will be categorized as metalevel = tier+2 and require proficiency level 2.
From what I understood from the thread about Warbarge Designs we will be able to upgrade our subsystem, so we will have a lvl1 Laboratoy, a lvl2, lvl3 and so on. At what rate will the laboratoy create a single experimental weapon, will it change based on the lvl of the laboratory? Will the laboratoy craft weapons passively (so even when we are offline) or will it require us to be online and use isk or other components to actively craft these weapons? How often do you want us to be able to use experimental weapons? like specialist (you can use them in every match) or like officer? or something in the middle? I'm so happy about the future of Dust, this warbarge thing is the best thing in a very long time. Crafting can be done while you are away, and the rate and quality goes up with the level of the Subsystem, up to Officer. Happy you are happy, we are very excited. So: we will all have a Warbarge for free, our warbarge will upgrade itself passively with its Mobile Factory, it will soon start generating passive isks with the Market Network and it will later passively generate experimental weapons.So: why shouldnt I create 99 alts and have isks and experimental weapons created passively while I play on my main?I will even be able to send those weapons from alts to my main because we are going to have the market. I think this is a major problem. How are you going to avoid it? You will claim your weapons from the lab using components, so that will slow you down quite a bit. Also, you will have to upgrade the warbarge to level 4 to consistently make experimental weapons, again, which will require components and time. Very possibly, we will add a "fuel" to the warbarge to keep it running, and you get fuel cells (or maybe just components) by actively playing the game (missions and salvage). So only true players can power their warbarge, this should also apply to alts trying to exploit any free clonepacks for Warbarge Flotillas. how many levels are being planned? will we have any control over what types of weapons get made? how long do you envision a personal warbarge taking to max out? if you introduced a 'fuel' type system will we be able to stock a few days in the warbarge? will equipment and dropsuits ever be possible?
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Quafe Pop
Sinq Laison Gendarmes Gallente Federation
9
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Posted - 2015.01.16 18:21:00 -
[200] - Quote
Ok lets say you could see warbarges on the map
You warp your warbarge over your corps district
and it becomes part of thier powerful fleet
Can other corpations board your warbarge and attack and take it over and put it in thier fleet? |
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Fox Gaden
Immortal Guides Learning Alliance
5879
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Posted - 2015.01.16 19:37:00 -
[201] - Quote
Quafe Pop wrote:Ok lets say you could see warbarges on the map
You warp your warbarge over your corps district
and it becomes part of thier powerful fleet
Can other corpations board your warbarge and attack and take it over and put it in thier fleet? You are going to have to buy a lot of Quafe suits to finance the development of that proposal. The big ticket item there would be developing a game map based on the inside of a Warbarge...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Lady MDK
Kameira Lodge Amarr Empire
258
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Posted - 2015.01.16 22:59:00 -
[202] - Quote
OK so creating more advanced weapons will be a slower task as long as we can continue to provide components? and it will stop if we stop supplying components? or is it just a slow passive process?
Experimental guns into the creation bay but some of the job cycles produce Nanite poo rather than a weapon... or maybe a mixture of the 2?
Also please have an actual map the warbarge not just a room lol.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Ripley Riley
Incorruptibles
6731
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Posted - 2015.01.16 23:04:00 -
[203] - Quote
... Nanite poo...
Just call me Ripple. Ripple Riley.
@Ripley_Riley
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Ekrano Fergus
Molon Labe. General Tso's Alliance
71
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Posted - 2015.01.17 03:11:00 -
[204] - Quote
Are we getting new art assets in dust for the warbarge or is it going to just be new menus or reusing the match waiting room.
/)_/)
( . .)
C(") (")
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Lady MDK
Kameira Lodge Amarr Empire
258
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Posted - 2015.01.17 07:21:00 -
[205] - Quote
Ekrano Fergus wrote:Are we getting new art assets in dust for the warbarge or is it going to just be new menus or reusing the match waiting room.
This is supposedly part of the warbarge. At one point there was more to it as far as concept went as ccp showed a mu h bigger layout one fanfest.
This should be used/expanded on imo.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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nickmunson
Capital Acquisitions LLC Bad Intention
41
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Posted - 2015.01.17 11:24:00 -
[206] - Quote
CCP Rattati wrote:Dear Players,
I want to describe the premise of the 1) Mercenary Warbarge and the 2) Warbarge Flotilla.
The Uprising is over. Mercenaries have taken to the skies in makeshift or stolen Warbarges.
The Warbarge is your mercenaries base of operations.
The Warbarge is presented as a new screen in the NEOCOM.
The Warbarge can be upgraded using Warbarge Components.
Each upgrade adds a single new Warbarge Platform.
Each Warbarge Platform houses a single Warbarge Subsystem.
The Warbarge Subsystem can be upgraded using Warbarge Components.
The first Warbarge Subsystem is the "Mobile Factory" that generates Components at a rate, and can be upgraded.
Subsystems can give bonuses and/or produce a "yield" that can be claimed. Those that have yields, also have a max capacity.
For the first phase, we are working on these Subsystems:
Phase 1 - Merc Warbarge Mobile Factory - generates Warbarge Components Market Network - generates ISK Battle Statistics Center - SP boost Augmented Ammunition Facility - Primary weapons damage boost (we wanted to start with armor rep or max armor, but it was difficult, eventually we want to have a choice here). Armory - Increased number of fittings + something smart Experimental Laboratory - creates a random number of weapons, up to officer but also new Experimental weapons, meta level 9, better than proto, need level 5 primary weapon skill.
Phase 2/3 - Merc Warbarge Salvage Drone Bay - more EOM salvage Reprocessing Plant - turn gear into Nanites Code Research Center - generate Hacked keys Augmented Armaments Facility - an ingame bonus Focused Laboratory - creates specific weapons using Nanites and Components
Phase 2/3 - Warbarge Flotilla (Corporation Warbarge) Mobile Factory - generates Warbarge Components // OR // The Flotilla depends solely on donations of Components from Members Mission Network - Corporate MIssions are available to all Corp Members, with higher rewards // AND // possibly some earned Activity Points that are needed for Flotilla Actions Clone Vats - generates Clone Packs // MCCs if we change the name of Clone Packs to MCC's // may need Components to claim [img]Hangar[/img] - upgrade MCCs or more owned
Phase 4 - Warbarge Flotilla (Corporation Warbarge) Space Elevator - claims unique resource from Districts owned and more
Other Subsystem Ideas We had tons of ideas, and I will share them in another thread.
Please discuss
Q&A from thread 1) Merc Warbarges will not need Skills - Flotillas will need a CEO/Director of some level to run as any Corp mechanic does. 2) Some Flotilla Subsystems may stack with Merc Subsystems, yet another reason to be in a strong Corporation and help it grow 3)Manufacturing skills are not currently in our plans, and that's just to keep the designs simple, not because it's a bad idea 4) ISK generation, is meant more as a reason for new players to check in and get your ISK yield than another alt farm. It will require some investment to get to a high enough level to alt farm. 5) The concerns about in-game bonuses are loud and clear. The intent is for this to be at max like a single complex dmg mod. 6)Experimental is between Proto and Officer, they are hard enough to get, so they don't require extra skills above lvl 5, Specialist Weapons will only be in FW, Experimental only in Warbarges 7) Taxing Components instead of relying on Donations - doesn't sound like teamwork. This is also the first foundation of player trading so we may need that step towards player trading. 8)Phases are development cycles, I want you to know there is a longer roadmap, with Phase 1 being the foundation, later Phases being rolled out over the year. 9) Flotilla Actions would be to claim a generate Clone Pack from the Warbarge Flotilla, or move it from System to System to attack Districts 10) Yet to be fully designed, but the plan for Flotilla Upgrades is that it's always upgrading, if it has Components, just choosing the cheapest one to work on next. Otherwise it's too reliant on failing due to a CEO not logging in, etc. 11) Components will be earned with the Mobile Factory, more to be earned by upgrading the Mobile Factory. They can also be earned through Salvage/Strongbox/Mission Rewards and bought for AUR. 12) A level 5 Warbarge has 5 Platforms. Every platform has a fixed Subsystem that can be upgraded so no need to purchase the first Subsystem. Later we may introduce choices for Platforms. 13) Everyone gets the Warbarge for free 14) You can only build a single Subsystem of every type, and the Platform is automatically populated with it when it gets upgraded, there is no choice of Subsystems, the Mobile Factory goes into Platform 1, Market Network into 2, etc. Later there may be choices.
love it.... BUt..... i am also an eve player, could we possibly figure in ways that this will also help eve or do something for eve by adding these things. ive given alliance the whole 40% pos fuel saving, and 40% manufacturing time reduction, but none seem too appealing, as low sec pos is very expensive and risky. naybe upping the material for PI as well as lowering material costs. just ideas to get more eve players interested in what we are doing down on the ground. other then that sounds great, just would like to see if we could get this vision as a whole wheter it be for dust or legion. and the only alliances that really seem the slight bit interested is general tso's and the alliance i am currently in. or even a better idea, as we upgrade on the ground it gives hp bonus to pos, or cpu and pg, or moon mining amount increase. but i like the Hp idea, as we build down here it makes whats in molden heathe on the districts owned by the alliance stronger.
love me or hate me. you kill me i hunt you.
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Flint Beastgood III
Dead Man's Game RUST415
1301
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Posted - 2015.01.17 11:36:00 -
[207] - Quote
Lady MDK wrote:Ekrano Fergus wrote:Are we getting new art assets in dust for the warbarge or is it going to just be new menus or reusing the match waiting room. This is supposedly part of the warbarge. At one point there was more to it as far as concept went as ccp showed a mu h bigger layout one fanfest. This should be used/expanded on imo.
+1
Warbarge interior update!
Skills - https://www.facebook.com/notes/flint-beastgood-iii/list-of-trained-skills/416505058477164
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Flint Beastgood III
Dead Man's Game RUST415
1301
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Posted - 2015.01.17 11:38:00 -
[208] - Quote
Fox Gaden wrote:Jonny D Buelle wrote:Unsure if this has been touched on or not, but if you do implement earning your first warbarge, I have a couple suggestions.
1) No Aurum Warbarges prior to rite of passage.
I feel this will just cheapen the game. Yes you may not be able to profit from impatient 12 year olds with rich parents but the community (especially poor f***s like me) will appreciate it. After the earn their first one, then offer them the flash looking warbarge.
2) Give us multiple ways of earning our first warbarge.
I'm thinking a ton of isk or a ton of LP.
Additionally maybe you can use the daily missions screen, where, once certain prerequisites are met, you are given a special mission where you must do a difficult but doable stunt/action in battle AND win the battle to earn a warbarge.
Sorry of this seems like a bunch of jumble thoughts I agree with all of this except for requiring a ton of isk or LP to get into their first Warbarge. Instead, frame it as impressing venture capitalists, or Faction Officers, to invest in your career by covering the cost of your first Warbarge. So getting your first Warbarge would be about proving yourself, rather than about earning ISK or LP.
It seems there is a bit of backing for this idea. I'm not sure how I feel, but I do know there should be no AUR upgrading of warbarges!
Skills - https://www.facebook.com/notes/flint-beastgood-iii/list-of-trained-skills/416505058477164
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Lady MDK
Kameira Lodge Amarr Empire
259
|
Posted - 2015.01.17 13:45:00 -
[209] - Quote
Just thinking about warbarge exterior appearance for a minute... Ratati - Are they the ship that the clones are loading onto in this EVE video around 1:22?
https://www.youtube.com/watch?v=yFTUazuGdTw
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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MINA Longstrike
Kirjuun Heiian
1915
|
Posted - 2015.01.17 14:17:00 -
[210] - Quote
No, those are far too small. Those are transport ships of some kind, but not warbarges.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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