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Rhadiem
Algintal Core Gallente Federation
496
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Posted - 2012.07.29 04:49:00 -
[1] - Quote
Nanohives are great, I carry them all the time, but looking at the advanced versions, they all are bigger "bubble" more ammo/cycle and heals armor.
I would like to see an Advanced and Prototype version that does basic level performance, but at a lower fitting cost. I don't want a super bubble, I'd just like a basic one that's more expensive, but cheaper fitting cost, as another type to choose from. A little armor repair would be nice too, but the sort a scout would carry, not a fat man. Thanks.
The Centrifuge model is the right idea, just not quite streamlined enough.
An idea of a "easy fit" Prototype Nanohive could be something like this:
Max Active 2 Max Carried 3 Effective Range 4m Ammo Resupply rate 8% Armor repair rate 2% Health 300hp
CPU: 28 Power: 6
This would basically be the "barely a Nano" model for logistics and people looking to fit a lot of functionality at a less potent level. |
Rhadiem
Algintal Core Gallente Federation
496
|
Posted - 2012.07.31 05:51:00 -
[2] - Quote
Eskel Bondfree wrote:I vote against this idea. Nanohives are a support tool and should mainly be used by logistics players. Reducing fitting requirements is working against this. A less effective hive just means you have to wait a little longer until you're fully healed up and restocked after a fire fight, which is a very small price to pay, too small imo. Nano hives, especially the armor repping ones, should either be used by logi players, or force an assault/scout player to sacrifice a significant part of his offensive abilities.
I play logistics in a type 2 scout suit, and there are times when this would be useful. Not all logistics players need the heavy logistics suit with a beer dispenser and microwave. ;) If it's not balanced, then I'm up for making it balanced as far as stats, but if I want to train up for a prototype nanohive, and use it on a type 2 scout suit, lower fitting requirements at a lower effect, and higher isk price should be an option. Otherwise, I'll stay with my basic nanohive that doesn't require more training, is cheap, and doesn't eat up my cpu/power. |
Rhadiem
Algintal Core Gallente Federation
496
|
Posted - 2012.08.01 23:27:00 -
[3] - Quote
Garrett Blacknova wrote:Rhadiem wrote:Eskel Bondfree wrote:I vote against this idea. Nanohives are a support tool and should mainly be used by logistics players. Reducing fitting requirements is working against this. A less effective hive just means you have to wait a little longer until you're fully healed up and restocked after a fire fight, which is a very small price to pay, too small imo. Nano hives, especially the armor repping ones, should either be used by logi players, or force an assault/scout player to sacrifice a significant part of his offensive abilities. I play logistics in a type 2 scout suit, and there are times when this would be useful. Not all logistics players need the heavy logistics suit with a beer dispenser and microwave. ;) If it's not balanced, then I'm up for making it balanced as far as stats, but if I want to train up for a prototype nanohive, and use it on a type 2 scout suit, lower fitting requirements at a lower effect, and higher isk price should be an option. Otherwise, I'll stay with my basic nanohive that doesn't require more training, is cheap, and doesn't eat up my cpu/power. So between the two of you, I take it we're suggesting the same thing they do in EVE. Make Nanohives cheaper on PG/CPU requirements FOR LOGI SUITS ONLY. And when they introduce cloaking and other stealth modules, gives Scouts a bonus towards those modules. Armour mods should have lower fitting requirements on Heavy suits (or give a reduced movement penalty). Every suit should have a bonus to equipping certain gear.
It's pretty evident I'm requesting something different than this :) Get your own thread.
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Rhadiem
Algintal Core Gallente Federation
496
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Posted - 2012.08.03 04:40:00 -
[4] - Quote
Garrett Blacknova wrote: I wasn't saying that you were suggesting it on your own, just that taking aspects from what BOTH of you were saying could easily turn into that system - and that it would be a good way to make things work.
Gotcha. I don't see the need to restrict equipment more than the slots already, and it's not the same feel of what my OP/thread was about, but glad to provide the opportunity for alternate ideas. |
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