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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Rhadiem
 Algintal Core
 Gallente Federation
 
 496
 
 
      | 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.
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        |  Mobius Kaethis
 Planetary Response Organisation
 Test Friends Please Ignore
 
 306
 
 
      | Posted - 2012.07.29 04:54:00 -
          [2] - Quote 
 +1 to that.
 
 I find that I am fitting nanos onto my assault suits and would love to use a less effective variant with lower requirements.
 
 Another way to do this would be to make the nano skill reduce the cpu/pg costs by a small percent per level. 2% perhaps or 3% to fit with what other skills add.
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        |  Eskel Bondfree
 
 27
 
 
      | Posted - 2012.07.29 09:30:00 -
          [3] - Quote 
 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.
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        |  Rhadiem
 Algintal Core
 Gallente Federation
 
 496
 
 
      | Posted - 2012.07.31 05:51:00 -
          [4] - 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.
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        |  Garrett Blacknova
 Codex Troopers
 
 1849
 
 
      | Posted - 2012.07.31 06:31:00 -
          [5] - Quote 
 
 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.
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        |  Seran Jinkar
 Sanmatar Kelkoons
 Minmatar Republic
 
 214
 
 
      | Posted - 2012.07.31 06:36:00 -
          [6] - Quote 
 
 Garrett Blacknova wrote:
 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.
 
 I second that. The class suits should have bonuses that encourage using that suit to play this class. Just like it is in EVE right now. (more or less ;) )
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        |  Ten-Sidhe
 Osmon Surveillance
 Caldari State
 
 414
 
 
      | Posted - 2012.07.31 07:56:00 -
          [7] - Quote 
 Some of the previews show bonus on drop-suits and vehicles. We will probably get to test these once the other dropsuits are added, like the caldari heavy or amarr scout suits. Each race will probably have a couple diffrent suits too, so there may be 12+ different standard assault drop suits requiring 4 different skills to use.
 
 CCP is just testing other things and/or the suits are not ready yet.
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        |  Rhadiem
 Algintal Core
 Gallente Federation
 
 496
 
 
      | Posted - 2012.08.01 23:27:00 -
          [8] - 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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        |  Garrett Blacknova
 Codex Troopers
 
 1849
 
 
      | Posted - 2012.08.02 12:04:00 -
          [9] - Quote 
 
 Rhadiem wrote: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.   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.
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        |  Rhadiem
 Algintal Core
 Gallente Federation
 
 496
 
 
      | Posted - 2012.08.03 04:40:00 -
          [10] - 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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