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Player Features and Ideas Discussion

 
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A few ideas for a better eve

Author
testawan
Royal Amarr Institute
Amarr Empire
#1 - 2012-12-23 13:01:44 UTC  |  Edited by: testawan
*subject to editing and changing*
If your going to complain about something and not be constructive, click the back button.


Boosting ships (not leadership skills)
Issue:
The days of sitting in an off grid safe or afking in a pos while boosting a fleet from the safety of your own secrecy should be over. Its one of the most unfair advantages people can play in this game. Now, by that I'm in no way saying boosting is an unfair advantage, simply the insane amount of safety that something so crucial to some... If not all fleets have while aiding their fleet in some kind of scenario.

Proposed resolution:
Only let boosting ships apply to members of a fleet on the same grid of the boosting ship.
Any ship using Gang assist modules should be more obvious to show that they are using them.

What will this cause:
This will force a fleet to field their command ships, tech 3 warfare cruisers, and/or other boosting ships to appear on the battle field when using bonuses in an engagement. This gives the ability to an opposing fleet to be able to primary these typically tanked out ships in an effort to force the beneficial effects off the field first, or ignore them and force their power through the bonuses ignoring the command ships. Which ever the decision (hopefully chosen by an FC) this will give a new edge to player vs. player content. Kill me for using terms that should never be used in eve, but this will in turn create a 'tank role' (seeing as how command ships are very resistant) and even a player generated threat system. What would you think is more threatening, the hostile fleet pointing their guns at your face or the ship making them exponentially worse. Ideas?
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Safety feature(that green button)
Issue:
In a perfect world, its a wonderful thing added to this game to fix some issues with aggression mechanics, and the all so famous "woops I just hit F1 in highsec". However this is not a perfect world and from personal experiences forgetting what it is set to and being in the wrong sec space can also be very horrendously hazardous and a ******* horrible moment from time to time. From the wonderful rages of forgetting it was green while trying to get tackle in lowsec, to the awkward silences of forgetting it was red when moving modules around in highsec, it is a good start but seems a bit primitive at the moment.

Proposed resolution:
Create the ability to set different safety options in different security status space (Like a window of 1.0 to 0.0 with safety switches for each one). As well as an override button to set safety to a certain position for a period of time before resetting back to your chosen preferences (maybe 5 minutes?).

What will this cause:
Safer keyboards everywhere.
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Will add more as I stumble upon them.