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DSMK2

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Everything posted by DSMK2

  1. I'm not sure myself, but its the "space" adventure that draws me to it, touches on my childhood dreams and wants that linger in my head. To add to it, EnB has a more "funner" tone than EVE Online.
  2. Does that mean monster reskins i.e. red slime, blue slime... Can't happen? I'm not wanting to go as far as to create a entirely new class of items, but rather "useless" weapons that function like devices.
  3. How far can this idea go? Er actually, to be more specific, new models, sounds, textures can be added no problem?
  4. Why a tug? I'm more towards having a ammo bin, like in Armored Core 3, attached to my ship.
  5. Eh, didn't the guy just say the guild was just going to get dissolved rather than entirely banned?
  6. Heh heh, I don't know, I play a PW myself. I really just want to present an idea the devs can use rather than I want specifically this or that! [EDIT:] To be more clear, I'm asking for external ship subsystems, like Homeworld.
  7. Pretty much, though its gonna be a device spam for JE's. I'm thinking of this as a way for a role reversal, or a role strengthening, or a completely new sub-role. Sticking on a weapons overcharger can turn a JE into a viable combat ship, twin hyper repeating lasers? A external shield amplifier that increases the max shields to a extent... Or a radar system that turns a ship into a sniper class... Someones gonna exaggerate this. Though with the powerful buffs, there should be a debuff. And fairly long install times, so switching them out on the fly is a no go.
  8. My sarcasm detection is going off. Whats wrong with having XL ammo?
  9. First, weapons slot devices, powerful buff devices that appear on your ship. Essentially they're weapons that don't fire, only provide buffs and or activated skills to your ship. Example would be a spinning radar disk that significantly increases scan range, thus turning your ship into a scout. Or even a cloaking field generator, gives the player access to a low level cloak skill. My personal favorite idea would be a sort of weapons overloader, increases firing rate by some large amount, but makes weapons much more prone to breaking. Aside from the buff trade-offs, the cost will be a weapons slot. Now, I want XL Ammo stacks, sell em at a company outlet store or something. Non-manufacturable, extra large stack ammo that's only sold there. I've also always wondered why weapons and equipment made by reputed companies aren't sold in shops, experimental weapons I can understand. So yea, would be nice to have an actual company station that sells most of it's products.
  10. I've been pretty confused myself as well, isn't there a bestiary yet?
  11. Can anyone confirm the above? Anyways, we could have more ship variation this way :/
  12. For me, I'd rather "purchase" additional mounts/device slots and reinforced armor for those who don't want to change their ships look on a HU.
  13. Blargh! Stop making my head hurt! Whats with these posts lately, it's getting to the point of being pretty sarcastic!
  14. I'm coming to a point where I want to keep my current ship design, yet want the new weapons slot/inventory size upgrade. Would be nice if you could unlock the various hull designs, and change to them and back at the stations with ship re-customization service. Or is it hardcoded into the client?
  15. Eh... To be honest, kill stealing here is deliberately denying player(s) the right to loot what they deserve from a mob they have a capacity to kill. There is no ownership over a mob, but once damage has been dealt, the mob is technically "owned" by the damage dealer, unless that mob is clearly overpowering the dealer, or no damage at all has been done to the mob. In saying that you are able to outgun them... Via "finishing" off a monster they worked on killing, you have the rights to the loot, although the game mechanics allow it, you're branding yourself as a egotistical noob. Its not just "a game", we're playing a MMORPG, there's the social mechanic involved with it. How would you feel if there was someone deliberately targeting and finishing every single mob you're attacking? But man, the flame wars that crop up are pretty much due to either side going nuts about this sort of topic, and the community here presents a small faction of the population in game. The only sort of time I'll see KSing become extremely blurred is when there's a event based boss monster that crops up.
  16. For me... <Not in order> 1. Weapon appears activated but doesn't fire. 2. Fire all weapons doesn't really fire all weapons, activates weapons that are offline, and turns off the ones that are online. 3. Skill graphics sticking, often confuses me as to whether a skill is activated or not. 4. The occasional hot-key bar getting cleared. 5. Combat trance works only the the map you log into.
  17. Pinging play.net-7.org [87.160.15.67] with 32 bytes of data: Request timed out.
  18. Are PW's slow by class or just slow by build? I'm assuming you could just strap in a nice engine... I'm going for a fast armored tank type, in expense of some other skills. And why points into beam weapons? A fallback when ammo runs out?
  19. It seems like beam weapons should have its own class of ammo, which imparts the beam with a attribute <burns out with each shot>, or just go with a laser propelled projectile. Though I'm not saying beams should be energy hogs, its more about the rate of fire not letting energy recover, more so on lower end reactors. But to be honest, having a varied weapon variety can really create a lot of play styles... Bah, I'm still a newbie to EnB.
  20. Finally, back to EnB after a while. This game really needs to make free warping more rewarding, going off the nav-points into the unknowns of the map. Chance encounters with a giant space monster herd, an occasional faction warship, or even a pirate outpost. Just having that would increase the scale of the maps and not limit the happenings to the nav-points or static places of interest. Would be pretty sweet if a single asteroid eater creature attracts a good number of players to an area for epic combat. Design contest? As for weapons, more of fanboy suggestions <under the assumption the developers can do anything... Almost>... BFGs: Really large missile launchers, projectile weapons, and beam weapons that provide powerful one shot damage, but chews out your energy, and has a reload time that prevents them from being a main weapon. Also slows your ship down. Sort of a bragging rights weapon, but should make boss runs a bit more interesting... End-Level weapons much? High-ROF Weapons: Multi-rack rockets, projectile gun arrays, pulse lasers. Rapid fire weapons have a range cut, extremely nerfed damage, and quickly drains your energy and ammo. Wasn't there any burst fire weapons? High-DPS weapons are a want for me in any case. Great for picking off regular mobs. Death from a thousand cuts for higher end mobs if they don't kill you first that is. Omni-Directional Weapons: I don't recall liking having to almost directly face the enemy all the time, would be nice to fly around the enemy with guns blazing, circle of death. Not sure about the mechanics of it though. Maybe make them the least accurate weapon sub-type? I'm guessing this might be more wishy-washy...
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