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blankseplocked SO≡, Full Archeologly Profession 21JUN2011, Incarna Edition
 
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silentalleycat
Posted - 2009.07.20 08:08:00 - [181]
 

bumping this post because this is one of the best ideas i ever seen on these forums

Herzog Wolfhammer
Gallente
Sigma Special Tactics Group
Posted - 2009.07.21 06:29:00 - [182]
 

Bump FTW

SoC Darkord
Minmatar
Silentium Mortalitas
Mortal Destruction
Posted - 2009.07.21 09:44:00 - [183]
 

Krrrr Bump,

Also, Nova, get better soon mmk? being electricuted sucks :(

Kariva
Posted - 2009.07.21 10:12:00 - [184]
 

no chance to implement it.
There was so many good project. but you know. ccp will only implement their own upgrades..
Like adding 1 ship orca was a biiiig industrial expansion..

Nova Fox
Gallente
Novafox Shipyards
Posted - 2009.07.23 05:53:00 - [185]
 

I am almost done with drawings the new teir 2 ship and will get it colored by the weekend at the same time ill update the stats entirely for it as well as I did for the tier 1.


I am still without a clue what to do for the capitol ships and also I'll need to start building inventories and actual breakdowns and estimates of items collected per hour and estimated pricings vs the lvl 4 mission runners, and time tabels for training for the field, so in the end lots and lots of work still left to do.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2009.07.24 05:51:00 - [186]
 

Okay here is the plan.

I plan on exploration scientist to have a job income about equal to miners about +20% reason for the 20% increase is because exploration scientists are not gauranteed to constantly find the goods where as miners can almost park anywhere and sit there.

My next few things and stats and numbers ill be trying to figure out would be man hours for variety of module types (ammo and weapon sizes mostly) and ships. The factors I get out of these will help determine the material rate for a BPO at lvl 0 fore research then I redo the chart from there and compare against the isk per hour at pos vs the isk per hour at the station and find a decent middle ground for operational costs material wise.

All in all lots of number brunching.

Tak'na
Posted - 2009.07.27 09:31:00 - [187]
 

Free Bump :)


Nova Fox
Gallente
Novafox Shipyards
Posted - 2009.07.29 11:59:00 - [188]
 

Sorry for the delay, updated stats to come soon.

UPDATE LOG 29/7/116
-Updated the Wanderer's picture, you can now veiw it in its fully glory and color.

Per Bastet
Amarr
B.O.O.M
Obsidian Mining Coalition
Posted - 2009.07.29 13:02:00 - [189]
 

BUMP and Someone Needs to Jump on CCP about Getting Nova Added to the Staff Or Atleast Pay Him for this Idea and get it in game. This is Awesome!

Nova Fox
Gallente
Novafox Shipyards
Posted - 2009.07.29 20:43:00 - [190]
 

Two updates in one day!

UPDATE LOG 29.7.116.2
-Updated the Wanderer's picture, you can now veiw it in its fully glory and color.
-Updated the Traveler's Stats, there was not enough cpu to do full fit for 'mining' where the player drops the probe launcher for another analzyer. May reduce cpu in the end if I decide there can be a 'Analyzer Upgrade' Skill.
-Updated the Wanderer's Stats, they're no longer vauge anymore, shes heavier than her sister so she's slower and less agile but sports a larger cargo bay.

Aside from that question to you all, should I start designing the skillbooks required to fly these things?


Nova Fox
Gallente
Novafox Shipyards
Posted - 2009.08.03 06:03:00 - [191]
 

For those of you wondering the Traveler and Wanderer pictures that are up are mostly final and wont change shape any time soon, if anything it would be the details. I currently laid down the Surveyor's hull its being worked on as we speak.

Working on a unit of work called the Chribba as well to use as a guide line for pricing these ships. For example the Traveler would be 0.2 Chribbas, but i also need to get the actual manhourse it takes to build the tier 1 mining barge as well and get an average between the chribba system and the man hour system and find a nice price there. This will let me get the blueprints put out at least.

Stats wise expect changes in the fitting values as I start adding in skill books that help fit the analyzers, I'll be shifting posts the next few days to make room for it.

Tamahra
Gallente
Apina.
United Pod Service
Posted - 2009.08.04 08:58:00 - [192]
 

science will prevail

Paskis Robinson
SPORADIC MOVEMENT
Merciless.
Posted - 2009.08.04 11:36:00 - [193]
 

Keep at it Nova. Implementation of some of the mechanics would require disproportionate balancing effort IMHO but I'd love to see some of the specialist ships, it would be just a whole new kind of cool. And flying awesome cool spaceships is what we love!

Nova Fox
Gallente
Novafox Shipyards
Posted - 2009.08.11 10:36:00 - [194]
 

Well its come to a point now that I need to start shuffeling posts around so expect some broken ToC links possibly or misguided ones. TOC will have to be expanded to 2 pages now sheesh or at least have its own page.

Still working on the hull. I dont like the current nose so its back on the drawing board again... le sigh. Aft need needs some build up but it should be good to go mostly, if anything Ill slim it down.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2009.08.11 21:02:00 - [195]
 


Tamahra
Gallente
Apina.
United Pod Service
Posted - 2009.08.12 18:57:00 - [196]
 

bumped for justice. science all the way

Nova Fox
Gallente
Novafox Shipyards
Posted - 2009.08.18 15:02:00 - [197]
 

Tamahra inspired the next thing I can do here.

More details later on, Im still post sorting and scrapping and reshaping so expect some sections to go missing or awol.

Tarnia Xavian
Minmatar
Brutor Tribe
Posted - 2009.08.18 15:18:00 - [198]
 

Wow, I just read this. These would be really cool additions to the game.


Nova Fox
Gallente
Novafox Shipyards
Posted - 2009.08.18 21:22:00 - [199]
 

Okay here is the general gist of the new idea im about to start adding in.

Like I said Tam inspired it.

Players would be able to research a metal level using personal labs on researchables. May apply to ship as well.

Players would get an item and would want to 'meta-level' it up.
Depending on what they want they can modify the item numerous number of new ways instead of what we are traditionally used too (decreased cpu, more range more power) in this manner players can pick thier own attributes instead such as bigger magazines, higher damage output overall at the cost of cpu, and various other upgrades they can impliment at metal level incriments. Selectable upgraded items can only be sold on escrow saddly but it may pave way for specialty shops (Ed's Big Gunz! We sell ultra dps guns here)

When the item hits metalevel 5 they gain tech 2 skill requirments and some attributes but also additional costs and material requirments (tech 2 data now) in order to continue it further to lvl 10, ships however wont get to meta 5 as thats going to begin to over complicate things. HOWEVER Tech 2 ships can be meta leveled to 10 on thier own. early meta levels should be cheaper but the more desired type upgrades and further the meta level it is the more materals and expensive its going to be, getting a customized incursus to have the heaviest dps guns slapped on it may rival its ishkur tech 2 cousin full t2 fit easily.


Markus Reese
Caldari
New Eden Weekly Sentinel
Posted - 2009.08.26 06:17:00 - [200]
 

Bump and re-signing for one of the best dev proposal ideas!

Sha'Aryn
Minmatar
Republic Industry and Logistics for Expatriots
Etherium Cartel
Posted - 2009.08.26 07:48:00 - [201]
 

Originally by: Ragnarohk
I love this!

Two years ago when I started playing EvE I had the misconception that 'scientist' was a valid profession. Hell science was one of the original race profession choices, but I soon learnt that notion was complete bull and re-trained to mindlessly shoot things instead. It got a shot in the arm with invention but this trekking through the galaxy, discovering exploring and 'sciencing' for profit, often sneaking into enemy territory to gather data, that is what I wanted to do!

I do dearly hope this becomes real.


-Rag

I agree wholeheartedly! Except that I stuck with the as-yet unprofitable researcher profession and turned into a carebear, hoping against hope to break out and find something profitable. Exploration has improved this a little bit, but still perpetually broke, except for when my CEO throws me a grant.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2009.08.27 11:49:00 - [202]
 

Edited by: Nova Fox on 27/08/2009 11:55:29
Sorry for all the confusion right now still post shuffeling.

I should be done very soon.

Its also time for a revision of all posted subjects so... ver3.0 should be out soon i guess dont expect to much changes if anything expect more details.

Currently researching build times and minerals costs for said ships.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2009.08.31 08:47:00 - [203]
 

Edited by: Nova Fox on 01/09/2009 21:23:29
Edited by: Nova Fox on 31/08/2009 09:08:19
UPDATE LOG 31.8.2009.2
-Updated Sow the Seeds Section to include newer ideas that will be suggested in this topic soon
-Updated Rotten to the Core Section to be fully thought out and explained on the idea of the new Research Points Store.
-Linked the Sow the Seeds Section in the Table of contents for viewer convience.
-Linked the Rotten to the Core Section in the Table of content for viewer convience

bdeath
Posted - 2009.09.01 07:45:00 - [204]
 

bump hope u keep u p the work and this get put in the game it would make it a lot more interesting and deverse.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2009.09.01 21:23:00 - [205]
 

UPDATE LOG 1.9.2009.1
-Updated Rotten to the Core in getting rid of some errors
-Updated Personal Labs to help further convey the idea and incorperate future ideas
-Linked the Its Personal Section in the Table of contents for viewer convience.

Zar Terra
Posted - 2009.09.04 10:57:00 - [206]
 

Just stopped by to pick up some science!


Nova Fox
Gallente
Novafox Shipyards
Posted - 2009.09.15 13:54:00 - [207]
 

Payday bump.

Anyways I been very very busy with other projects to continue on with this, dont worry its not abandoned just havent had the time to get to it.

Any ideas suggestions and comments ill take them

Espeically capitol ship function.

One idea for the subcaptiol ship is to be the wormhole ship its fuel can help stabilize the wormhole for rest of its fleet or simply keep it open when its time to go home.

I was also thinking of it as making it a mobile super observatory capable of monitoring system effects and replicating thier effects for future resellable use.

Both functions science related and in a way noncombat.

As for the capitol ship itself I thought for a floating mobile labratory, but... ultimately i think its a stupid gimmick thus needs something else.

Shana Matika
Posted - 2009.09.15 15:35:00 - [208]
 

I like the idea of the capital flagship for WH operations.
Let it use some kind of highslot supermodule which can stabilize WH for passing ships...or reduce the effective mass of a targeted ship by 99% so a WH most likely won't collapse by those ship (maybe just use able on Industrial and sup-capital ships to prevent supercaps from entering WH).
Options:
Maybe the percent is tied to module skill and th shipskill.
Starting at 10% and then increasing by 10% for each module skill and ship skill.
Could use scripts to change the positive effect into a negative. This way you could collapse a WH within seconds even with a frig (Emergency-ability as you will cut the pilot off who jumps through).

It won't be overpowered as the cap has to be on grid to target the ship. Also it would be very handy to move large fleets in and out of a WH. Also helping WH Explorer who try to exploit surrounding WH's of ther home system. The chance to loose one of the expedition team as the WH collapse before everybody returns will be drasticaly lowered.

Nova Fox
Gallente
Novafox Shipyards
Posted - 2009.09.15 20:55:00 - [209]
 

Originally by: Shana Matika
I like the idea of the capital flagship for WH operations.
Let it use some kind of highslot supermodule which can stabilize WH for passing ships...or reduce the effective mass of a targeted ship by 99% so a WH most likely won't collapse by those ship (maybe just use able on Industrial and sup-capital ships to prevent supercaps from entering WH).
Options:
Maybe the percent is tied to module skill and th shipskill.
Starting at 10% and then increasing by 10% for each module skill and ship skill.
Could use scripts to change the positive effect into a negative. This way you could collapse a WH within seconds even with a frig (Emergency-ability as you will cut the pilot off who jumps through).

It won't be overpowered as the cap has to be on grid to target the ship. Also it would be very handy to move large fleets in and out of a WH. Also helping WH Explorer who try to exploit surrounding WH's of ther home system. The chance to loose one of the expedition team as the WH collapse before everybody returns will be drasticaly lowered.


Add in the factor its probably going to require a fuel and a 'seige mode' to stabilize the wormhole can make things interesting, and this ship vunerable and cause a choice in the manner whenever they think its nessecary to stabilize the wormhole for the next few minutes or not.

Cedims
Posted - 2009.09.16 02:47:00 - [210]
 

I'd like an idea like a Field Scientist implemented!!! :)


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