1

(51 replies, posted in General discussion)

There's a a lot they could do with player structures.

Right now, they could add mining/extractors on beta islands or sections of the beta islands you control.  That would open up the opportunity to charge a fee to let other corps use that land.  They could be throw-away structures like incubators and/or have the ability to fuel a shield that reenforces before being destroyed.  The controlling corp could also add fixed defenses, something else that would need to be fueled.

For more complex player structures, I'd put them on new continents atarting with an alpha continent.  I think there should be an increasingly-costly wardec mechanic (syndicate wouldn't like too much of it) allowing you to attack them so the structures would be fairly safe for the individual, but for the bigger corps they would face the possibility of getting wiped out by rivals periodically(I envision such wardecs to apply everywhere but the A-1's).  Hopefully, there would be a new research mechanic with structures, single line factories, defenses, mining, etc...

Sky's the limit for a beta continent.  It would be great to make it really hard for an established corp to defend both their beta island structures and those on the valuable of the continents.  You accomplish that by having tp's aplenty on the alpha continent, but very few on the beta continent.  You'll wind up with some people becoming outlaws on them and starting an interesting dynamic.  The structures themselves could be better on them with some unique advantages, worth fighting over.

^ Just some random thoughts.

I didn't want to start a new thread, so I necro'd this one.

I see instances as the only way to make combat assignments interesting.  Right now, you go attack spawns that are already on the map, which is so 1998.  I'm sure the changes being implemented right now are a step up, and I've done part of a storyline which was better, but there is only so much you can do without cluttering the map with spawns for more missions.

With instances, you can add in fixed (and heck, maybe even aerial) defenses.  You can make a map narrow and have terrain obstacles.  You can have boss fights against mission-specific npc's.  You could have weight restrictions for the TP's based on how much the npc corp wants to spend beaming you to the target location, which would impact your loadout or your group makeup.

I welcome the new changes, but instances may be the only way to really take assignments to the next level.

+1

I'll also add giant tasers, flack shotguns, and EMP AoE blasts.

Won't be effective without PvP collision, though.

Some L3's give worse rewards than L2's.  USAD L3 missions from TMA versus the L2's from Bellicha come to mind.  Yeah, I realize travel comes into play, but a L2 D&R was giving me 0.1 boost and a L3 bounty was giving 0.03 and less NIC.

Personally, I'd like to see a very, very small amount of medium ammo being rewarded starting with L3's.

5

(70 replies, posted in General discussion)

Lemon wrote:

You obviously missed mine and syndics past week experience.

TBH its was more of this over TS: http://www.youtube.com/watch?v=J-3N5SDn … page#t=21s

During this: http://perp-kill.net/?m=related&id=1009

A bunch of young chars suiciding into your gate camp because they just roamed for 90 minutes without finding a fight counts for excitement in this game?

Yikes.

6

(33 replies, posted in Feature discussion and requests)

+1. 

Also, take the "three yellow lines" icon for the squad and tweak it so you can tell who is in your division.  It would make it much easier to stay together during large PvP ops. 

The same could be done for the overall commander and/or subcommanders.  Maybe replace the lines with stars.