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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.06.20 05:16:00 -
[1] - Quote
Warbarge Upgrade Ideas:
- Increases Daily Missions by 1 (max level 5) - Increase LP gain by 1% per level (max level 5) - Provides an additional 1% on all sales of Player Assets to Vendors per level (max level 5) - Increases loyalty rank point gain from battles by 10% per level (max level 5) - Increase change of Merc Quarters door opening by 6.76 x10^-25 per level (max level 0)
Feel free to chime in with your own =P Maybe one that adds a 'quafe' can to your merc quarters for every day you're logged in?
Vote #TeamGreen
Because if you don't, the Caldari will be the next ones who are bias!
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Balts Xryiel
Storm Wind Strikeforce Caldari State
9
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Posted - 2015.06.20 05:25:00 -
[2] - Quote
Aeon Amadi wrote:Warbarge Upgrade Ideas:
- Increases Daily Missions by 1 (max level 5) - Increase LP gain by 1% per level (max level 5) - Provides an additional 1% on all sales of Player Assets to Vendors per level (max level 5) - Increases loyalty rank point gain from battles by 10% per level (max level 5) - Increase change of Merc Quarters door opening by 6.76 x10^-25 per level (max level 0)
Feel free to chime in with your own =P Maybe one that adds a 'quafe' can to your merc quarters for every day you're logged in?
What's a Merc Quarters door ?
Also, Maybe the warbarge can give merc aur -provide 1% per level (max level 5) of AUR gain from Salvage
-One does not just RE a Heavy-
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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1
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Posted - 2015.06.20 05:28:00 -
[3] - Quote
Increase channce of Rare Salvage at EOM Increase Dropsuit Bandwidth Increase Weekly SP Cap Increase Loyalty Standings for Loss
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Radiant Pancake3
THE REBEL FEDERATION
173
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Posted - 2015.06.20 05:56:00 -
[4] - Quote
Get pancakes (Max lvl 200) 1% each time.
I am the Clown of Ass or am I the Ass of Clown... o.O
Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ Minmatar Loyalist Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ
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VAHZZ
Liquid.Hound
3
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Posted - 2015.06.20 06:01:00 -
[5] - Quote
"Open Merc Quarters Door"
Should not be for warbage, it ahould be free. I want to walk into a lobby...
GÖ¢ Soon, we shall meet again, in a galaxy far, far away. GÖ¢
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.06.20 06:23:00 -
[6] - Quote
VAHZZ wrote:"Open Merc Quarters Door"
Should not be for warbage, it ahould be free. I want to walk into a lobby...
Was a joke x3
Vote #TeamGreen
Because if you don't, the Caldari will be the next ones who are bias!
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VAHZZ
Liquid.Hound
3
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Posted - 2015.06.20 06:34:00 -
[7] - Quote
Aeon Amadi wrote:VAHZZ wrote:"Open Merc Quarters Door"
Should not be for warbage, it ahould be free. I want to walk into a lobby... Was a joke x3
It was an extremely cruel joke. Now I am all sad...
GÖ¢ Soon, we shall meet again, in a galaxy far, far away. GÖ¢
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No-one-ganks like-Gaston
Seykal Expeditionary Group Minmatar Republic
113
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Posted - 2015.06.20 17:37:00 -
[8] - Quote
Here's what I got.
The few things the Warbarge has now is mostly good, but I think we got the laboratory way too soon. That should be later on. Very likely it was only given to us now to gather interest in it and get us to buy components because it's farthest away and they didn't know when they'd be adding more stuff.
I'm of the opinion that every three levels or so we should get some sort of combat perk from the Warbarge. Personally, I'd like it if we could choose the combat perk. Say, for example, we get to level three and instead of getting the Ammunitions factory, we can choose from Ammunitions, Biotics (run speed/stamina/melee), Electronic Warfare (dampeners, precision enhancers, range amplifiers), and the sort. The next time you would get a combat perk you would get the same list of options, but with ones already chosen removed from the list. That way you wouldn't be forced into perks against your playstyle and could strengthen your preferred build.
First level: Mobile Factory - Obviously this is fine where it is.
Second level: Market Network - Also fine where it is.
Third level: Combat Perk - (Weapon upgrade, Biotics (Stimulant Laboratory), EWAR (Battle Networks), Shield/Armor (Defensive Capabilities Unit)) Undecided if Biotics and EWAR should provide a flat, smaller upgrade to each of their respective attributes, or if you should be able to get a larger bonus to specific things and nothing else. Say, instead of 2% per level to Stamina, Sta. Regen, Sprint speed, etc. You could get a 4 or 5% per level to only one of them. Maximum level 5. Though I imagine Sprint Speed and Melee would be incredibly popular choices if you had the option of getting a greater bonus to only one of them.
Fourth level: EoM Perk - Increased payout of: ISK (Negotiations Team), SP (Training Enhancement), or LP (Representative Board). 4% per level for ISK, 3% per level for SP, 5% per level for LP. (But, then again, I don't know how much Faction Wars generally pay out to victors in terms of LP, so that number is debatable). Max level 5 apiece.
Fifth level: Passive Accrual - SP or LP (Faction Headquarters: Can choose faction only once) 400 LP every day at first level, increases by 100 or 150 per level. Maximum level 8. Not sure if accrual of LP for faction should decrease loyalty rank for opposing faction. Example: Choosing Amarr Faction Headquarters should or should not decrease my loyalty rank over time for Minmatar? Unsure if you should be forced to pick a faction right away or if you should be allowed to deliberate after getting the upgrade. Some people may not know what all they can get from FW or may still be finding their niche in the game, and we don't want them making poorly informed decisions they can't change, especially if they didn't know passive LP Accrual was the next upgrade.
Sixth level: Combat Perk - Minus what you took before
Seventh level: Experimental Laboratory - Guns and suits and ****, yo.
Eighth level: Mobile Factory - Perhaps a second, more expensive to upgrade factory, or something to augment the output of the primary factory? At this point you'd be dying for WB components in a way money couldn't help you. It'd be nice for players to have something a little extra.
Ninth level: Combat Perk - Minus whatever you took before.
Tenth level: Passive Accrual - Whatever you didn't choose at 5.
Eleventh level: -
Twelfth level: Combat Perk - Minus whatever you took before.
Thirteenth level: -
Fourteenth level: - Specifically for the creation of Officer suits and weapons, at a higher cost. Still randomly generated.
Other ideas that I couldn't figure out where to fit would be increases to CPU/PG, Dropsuit Creation Facility (for creating specific role suits) and after all this writing I forgot the last one. Oops. I also forgot what I wanted to put in levels 11 and 13, but I know I didn't want CPU and Dropsuit Creation there, because they'd be added too late to be of any actual use. By the time you get to 11 or 13 you're probably already fairly well decided how to set up your suit for optimal fits or have enough cash to not care about ISK suits. |
postapo wastelander
Corrosive Synergy No Context
1
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Posted - 2015.06.20 17:47:00 -
[9] - Quote
Aeon Amadi wrote:Warbarge Upgrade Ideas:
- Increases Daily Missions by 1 (max level 5) - Increase LP gain by 1% per level (max level 5) - Provides an additional 1% on all sales of Player Assets to Vendors per level (max level 5) - Increases loyalty rank point gain from battles by 10% per level (max level 5) - Increase change of Merc Quarters door opening by 6.76 x10^-25 per level (max level 0)
Feel free to chime in with your own =P Maybe one that adds a 'quafe' can to your merc quarters for every day you're logged in?
I have names for these:
1.)Crypted comunication center (Daily mission +1 / level +5) 2.)Propaganda cell center (LP +1% / level +5) 3.)Black market lodge (all sales +1% / level +5) 4.)Central Intelligence facility ( LRP +10% / level +5) 5.)Rift gate transfer (chance to open door 6.76 x10^-25 per level / +0)
BTW i hate playing against you (everytime rekted) XD
"The Monolith of Corrosive Synergy"
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Joel II X
Bacon with a bottle of Quafe
7
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Posted - 2015.06.20 17:51:00 -
[10] - Quote
I think the damage boost should be removed, or at least changed to a bigger reserve pool possibly. The warbarge, in my opinion, should focus on improving your mercenary's versatility and staying well supplied (with passive isk, SP, whatever) rather than affecting vale directly by giving a damage boost.
That said, it should include:
Lowering of trade tax
module synthesis (experimental modules, but you may only choose one type to redeem and trade a current complex module)
passive AUR (if the daily log in will not be a thing)
key synthesis and removal of the win a match - get 1 key mission (not entirely, just from seeing it everyday)
[*] a module to increase the chances of getting a rare item from a box
Scouts United
Gk.0s & Quafes all day.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.06.20 17:52:00 -
[11] - Quote
postapo wastelander wrote:Aeon Amadi wrote:Warbarge Upgrade Ideas:
- Increases Daily Missions by 1 (max level 5) - Increase LP gain by 1% per level (max level 5) - Provides an additional 1% on all sales of Player Assets to Vendors per level (max level 5) - Increases loyalty rank point gain from battles by 10% per level (max level 5) - Increase change of Merc Quarters door opening by 6.76 x10^-25 per level (max level 0)
Feel free to chime in with your own =P Maybe one that adds a 'quafe' can to your merc quarters for every day you're logged in? I have names for these: 1.)Crypted comunication center (Daily mission +1 / level +5) 2.)Propaganda cell center (LP +1% / level +5) 3.)Black market lodge (all sales +1% / level +5) 4.)Central Intelligence facility ( LRP +10% / level +5) 5.)Rift gate transfer (chance to open door 6.76 x10^-25 per level / +0) BTW i hate playing against you (everytime rekted) XD
=<
You should fight with us some time.
Vote #TeamGreen
Because if you don't, the Caldari will be the next ones who are bias!
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postapo wastelander
Corrosive Synergy No Context
1
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Posted - 2015.06.20 18:02:00 -
[12] - Quote
Aeon Amadi wrote:postapo wastelander wrote:Aeon Amadi wrote:Warbarge Upgrade Ideas:
- Increases Daily Missions by 1 (max level 5) - Increase LP gain by 1% per level (max level 5) - Provides an additional 1% on all sales of Player Assets to Vendors per level (max level 5) - Increases loyalty rank point gain from battles by 10% per level (max level 5) - Increase change of Merc Quarters door opening by 6.76 x10^-25 per level (max level 0)
Feel free to chime in with your own =P Maybe one that adds a 'quafe' can to your merc quarters for every day you're logged in? I have names for these: 1.)Crypted comunication center (Daily mission +1 / level +5) 2.)Propaganda cell center (LP +1% / level +5) 3.)Black market lodge (all sales +1% / level +5) 4.)Central Intelligence facility ( LRP +10% / level +5) 5.)Rift gate transfer (chance to open door 6.76 x10^-25 per level / +0) BTW i hate playing against you (everytime rekted) XD =< You should fight with us some time.
I gladly will (im mostly support messing around) BUT HELL NO FOR AMARR XD
"The Monolith of Corrosive Synergy"
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Dragonmeballs
Better Hide R Die
88
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Posted - 2015.06.22 19:50:00 -
[13] - Quote
Aeon Amadi wrote:Warbarge Upgrade Ideas:
- Increases Daily Missions by 1 (max level 5) - Increase LP gain by 1% per level (max level 5) - Provides an additional 1% on all sales of Player Assets to Vendors per level (max level 5) - Increases loyalty rank point gain from battles by 10% per level (max level 5) - Increase change of Merc Quarters door opening by 6.76 x10^-25 per level (max level 0)
Feel free to chime in with your own =P Maybe one that adds a 'quafe' can to your merc quarters for every day you're logged in?
I'll be very interested in the way CCP deals with the mechanics for unlocking additional levels. 50k+ WBC are required for level 5 of anything. Total cost in WBC from Level 1 to 5 is around 90k. Assuming the warbarge will need to be at level 7 to open the seventh slot you'll need around 151k of components. That does not include the 93k consumed to unlock level 6.
Assuming a daily production of 600 WBC and no Aurum spent you'll be unlocking level 7 after 13.6 months of stockpiling WBC. Slightly less but not much if you take your mobile factory to level 6
That leaves EOM salvage and Aurum as the primary means to fund the experimental lab if unlocking additional levels is your singular goal.
Again, making the assumption the current equation and mechanics for the warbarge remain the same.....taking the WB from Level 7 to Level 12 will require around 2.5 million additional components (10+ years at 700 WBC per day).
I foresee a rework of the equation used to govern the cost of level changes within the warbarge or a production volume change when / if new upgrades are available. The current version works for 5 levels but is totally unrealistic for anything greater.
I'm using this equation to calculate level progression within the warbarge: Y=300*X^3.2 (for those of you who like math)
(Where X is level and Y is the required quantity of WBC to unlock that specific level)
/ long winded mathematical rant.
Things I'd like to see added to the warbarge:
Selectivity--that is to say a menu like the skill tree is available for us to chose the "perks" we'd like to have. Perks like:
1. 2 hp/s per level additional shield recharge or 5% reduction per level in depleted delay. 2. 3 hp/s per level additional armor repair 3. 3% per level increased repair tool range or needle efficacy 4. 1% per level for racial/suit bonus 5. 10% per level times loyalty rank in crispy bacon or tacos--trade-able for ISK or WBC
I would qualify that the more powerful or potentially troublesome perks require a certain level of the warbarge to be unlocked.
50% more crispy bacon is not for noobs
Blueberry!....Make yourself useful and shoot the blurry thing running this way!
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Regis Blackbird
DUST University Ivy League
1
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Posted - 2015.06.22 20:46:00 -
[14] - Quote
Joel II X wrote:I think the damage boost should be removed, or at least changed to a bigger reserve pool possibly. The warbarge, in my opinion, should focus on improving your mercenary's versatility and staying well supplied (with passive isk, SP, whatever) rather than affecting vale directly by giving a damage boost.
That said, it should include:
Lowering of trade tax
module synthesis (experimental modules, but you may only choose one type to redeem and trade a current complex module)
passive AUR (if the daily log in will not be a thing)
key synthesis and removal of the win a match - get 1 key mission (not entirely, just from seeing it everyday)
a module to increase the chances of getting a rare item from a box
^ Completely agree with removal of the damage bonus. The warbarge should not give in-match bonuses at all (we have skills for that).
Besides, balance becomes even more complex to achieve the more variables you have to take into account. |
Balistyc Farshot
MONSTER SYNERGY
229
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Posted - 2015.06.22 21:47:00 -
[15] - Quote
How about some fun OB like features that add new effects based on WP gained by the team if someone has the ability unlocked?
-Warbarge scan pulse - Scans the whole map at a ##% which gets better with each upgrade. This is below the minor flux and does not last that long. -Warbarge temporary shield regen - Activate to have the warbarge shield the MCC for X amount of time based on lvl. Make this expensive in WP but for those times you turn a fight around. -Clone transmission disruption - Stops all respawning except to the MCC itself for X period of time (This makes a new tactic) -Prometheus Interception - Stops all vehicles from spawning for X period of time -Coded hacking signal - Allows you to insta hack a single installation from space. High light the CRU and pull the trigger, now you have a foot hold. Does not work on null canons. -Turret disruption - Turns off all the turrets - Even your own for a set period of time. Push time guys! -EWAR blinding - Turns off the mini map on all players, even friendlies. Now we have to use our eyes or scanners and see the icons on the screen.
Some fun ones I came up with.
"Dying with your rep tool out - the logi-flasher!"
Who hasn't been caught by a cute little female scout doing this?
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