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Yuritau

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Posts posted by Yuritau

  1. [quote name='Tyran' timestamp='1313811670' post='44926']
    Would be nice if some form of device that is the opposite of martyr's heart/antlia would exist.

    Or a Phoenix-like device that transfers your reactor juice to their shields. Perhaps something for the JS...
    [/quote]

    Most people call it a trader with L3+ shield recharge.
  2. [quote name='Tyran' timestamp='1313632211' post='44866']
    What about Explorer only equipment? Should that not be buildable by just the explorers?
    [/quote]

    Class specific weapons for explorers would be a thing of the past if that was the case. Or just non-manu I guess, but that's less fun.
  3. [quote name='Lannister' timestamp='1313493035' post='44764']
    I am a bit surprised by people having what seem to be such strong opinions on this.

    Taking this, or any other part of the game too seriously is a bad thing. Just a little fun, interesting, way to generate some interest in the building community - we need more active builders.

    Besides - the fun generated when Vaden beat Magoo in reactor prints was itself worth the price of admission.
    [/quote]

    Honestly, as a building enthusiast, the competition/rivalry between the top listed builders, and the constant availability of builder's who have basically every print does more to discourage me from becoming an active builder than anything else. Makes me think "why bother? I'll just save my very limited credits and let the 'top builders' deal with it and just build for myself."
  4. re: the grav wells interfering with main nav paths..

    That shouldn't happen. Not on the main paths, especially not in central locations (like ABB, for example). The whole idea of the nav buoys is that someone in the past has gone to the trouble to mark out a "safe"* path for other space travelers to follow through sectors. They would not place the buoys in or near grav wells when marking a safe path, that would be stupid. Side paths and point of interest buoys are fine and dandy to go anywhere you like, but main path interference simply doesn't make sense.

    *If you want to start shifting grav wells as the story progresses, that's a different matter entirely. But at the start of EnB Emu "live", no main path should be in or near any environmental interference other than radiation, and even that would be rare.
  5. HU and skill learning missions should never flat out REQUIRE other classes. Maybe you want to add shortcuts that make the mission easier if you get other players to help, but it should always be possible to solo them, if you put in the effort.

    Also, making purely optional content a requirement for anything other than the next phase of THAT CONTENT is an unreasonable demand. Especially cross-racially. If you want to force Agrippa stuff down the progen throats, fine, that's who it was designed for. If you want to add an advanced tech dependency to a terran mission, make it terran tech. Same goes for jenquai.

    You should maybe consider trying to find ways to make the TS better, instead of trying to neuter it. I know personally, I've never seen any features of the class that would make me want to play it, and finding out about this lvl 135 HU requirement is just one more reason to avoid it.
  6. [quote name='Mattsacre' timestamp='1313460596' post='44744']
    Read the TOS, rules are not to be all inclusive...there is ALWAYS a grey area, life isn't all white and black. He asked you to please..(thats esaelp for you dyslexic) to not abuse it, they are not unreasonable people, when you step over a line you will be told, persist and get smacked. [s]We[/s] [b]Most of us[/b] are not children, when they tell us the stove top is hot, and you put your hand on the burner anyway, its on you, not them.
    [/quote]
  7. I'm with Lot on this one. Gonna be the same 4 or 5 names at the top of each list as there was last time. Only differences there's likely to be is if Lannister farmed up 10 more recipes to edge out LotTT's spot, or vice versa.
  8. I'll probably make an enemy of 90% of the progen players for saying this.. but imho.. if it's not supposed to be in game yet.. just remove it.

    Granted, I don't have one, and I couldn't use it if I did, so I don't have the vested interest that progen players will have.. but I'd prefer continuity over convenience even if it did affect my characters.
  9. [quote name='ryprx' timestamp='1312816377' post='44306']
    The problem with this is that if you take 6 jobs, then crash to desktop at the first gate you come to, you're stuck waiting for the cooldown before you can take more jobs. Plus I have found that taking a full complement of jobs seems to be the best way of getting the game to crash. I can play all day, swapping toons willy-nilly with no problem but take 6 jobs and try to gate... BOOM, hello desktop. Maybe that's just my experience, but the result is the same.[/font][/color]
    [/quote]

    Jobs getting removed from your quest list when logging out or crashing is an issue right now, true, but AFAIK that's a bug that should get fixed eventually, since that's definitely not how it worked in Live.
  10. [quote name='Tyran' timestamp='1312405481' post='43925']
    But let's only make missiles have a minimal range shall we. No alterior motives, honest...
    [/quote]

    You might notice from my sig that I have only two level 150 toons, one of which is a TT. Adding a minimum range on missiles would affect me just as much as it would affect anyone else. If you want to go to the utmost extreme, then yes, any weapon has the potential for self-damage, but missiles still lead the pack by a massively large margin, so it makes perfect sense to me for them to have a minimum range.

    And to be completely honest, the only time I would ever even NOTICE would be doing something like farming low level mobs for faction, cause that really the only time I don't kite at least a little bit.
  11. Honestly, the best way to do this, imho, is something that should have been put in during initial game design: a minimum range on missiles. (ALL missiles, including player missiles)

    Imagine a helicopter pilot in the US air force. If he was 40 feet from an enemy tank (pretend that tank's gun is out of commission, so return fire is not an issue), there's no way in hell he'd fire his rocket to take out the tank. He'd back off to safe firing range to avoid blowing himself out of the air with his own rocket.

    Why would this be any different in space? Space explosions still have a blast radius, as well as shrapnel. You'd want to be far enough away to avoid those.

    So put a minimum range on missiles and you add:

    -realism
    -benefits for closing in on missile-firing bad guys
    -more combat diversity

    I see no downside.
  12. Best possible penalty for forfeiting jobs, imho, is a 60 minute cooldown on that job slot.

    Forfeit one job.. can only take 5 for the next hour. Forfeit 3 jobs, can only take 3 for the next hour.

    Also, have each job slot individually timed.
  13. [quote name='Tyran' timestamp='1311234465' post='43465']
    The ability to capitalize more letters means BuzzStPoint's (wtf that is not even a name) and AtomicGecko's (wtf?) attempts at naming will become more common.

    And just to be clear that is not naming, it is adding several random words to create a unique emo tag.

    I prefer how it was in live where due to having one capital letter available, people would mainly have a single word name.

    Also, if you are going down the road of giving multiple capital letters you might as well add spaces so Justin Bieber can be made...
    [/quote]

    I'm with Tyran on this one. Allowing the class tags (JD/PW/etc) to be capitalized was lenient enough.
  14. [quote name='Terrell' timestamp='1312033272' post='43810']
    His guides are walkthroughs of the training areas of each class. The JD's training area is very straightforward. As long as there are no broken missions, it's easy to get a JD from L1 to L10, everything is explained pretty well by the NPCs doing the training.
    [/quote]

    Ahh.. yes, if it's starter zone walkthroughs, then I totally agree with you. JD's have always had one of, if not the most coherently designed starter zones. Do their walkthrough last.
  15. Most of Will's postings seem to be missing from the OP, and he covered pretty much everything I was going to post, and more.

    Only one I can think of he didn't cover was L7 scan, unless that was fixed recently. As per the skill level description in game, L7 scan is supposed to share all scan information with the group. As of last time I played (few weeks ago), it didn't share ANY scan information with the group.
  16. [quote name='QX419-M' timestamp='1303175149' post='39357']
    If the fields are set up correctly, they shouldn't be as close together as 2.5k very often... >_>
    [/quote]

    Too much fuss has been made in recent months about making sure fields are spread out enough. Just define an area and tell it to spawn X rocks in that field. If it randomly chooses the 1 in 10^9 chance of them all spawning within 3k of each other, then who gives a crap? That's one lucky miner, then things go back to normal.
  17. I must be out of the loop on something.. I've got a pair of toons at 150, and I've still not found a way to make big money. I can keep my earnings above the cost of my ammo, but not by a lot. I like being a builder on my TT, but doing more than one or two L8/9 builds a day for people puts me close to broke. Most people are okay with covering terminal fees if I ask them to, but a few times I've had people get mad at me for trying to "charge".
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