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Post Re: Increase drop rate of RP bps
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Thu Mar 08, 2012 3:44 pm
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Post Re: Increase drop rate of RP bps
7 day lockout is incredibly long. They need to do something to make this stuff more accessible for the fleet focus classes.


Thu Mar 08, 2012 3:48 pm
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Post Re: Increase drop rate of RP bps
skyfyre wrote:
7 day lockout is incredibly long. They need to do something to make this stuff more accessible for the fleet focus classes.

Like make RP use Radiation instead of Mining.

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Thu Mar 08, 2012 5:41 pm
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Post Re: Increase drop rate of RP bps
Except RP is primarily gunner focused...

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Thu Mar 08, 2012 5:50 pm
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Post Re: Increase drop rate of RP bps
Make AI/roids drop diffusers which are Capship locked? Meh.

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Thu Mar 08, 2012 5:54 pm
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Post Re: Increase drop rate of RP bps
RP is Capship based. Not Gunner, not FC, not Shm, and not Engineer. Capital Ship.

The "Bases" heal(shm), the NCC-Bulks deploy St Bernard(Radiation) Fighters, the Warship launches missiles and idk where the engineer fits in.

There are locked gear for 3 classes other than gunner to obtain. These piece outnumber the gunner oriented/locked pieces.

So it is capship based. More gunner and capship class(one of the four) would be nice, but it's a bit far to tell everyone that it's Gunner Content.


Thu Mar 08, 2012 5:59 pm
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Post Re: Increase drop rate of RP bps
Griffin wrote:
Make AI/roids drop diffusers which are Capship locked? Meh.


Tbh diffusers should be BP built. If you consider how much a capship will get shot up and the 7 day lockout nobody will really bother with drops.

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Thu Mar 08, 2012 6:32 pm
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Post Re: Increase drop rate of RP bps
Griffin wrote:
Make AI/roids drop diffusers which are Capship locked? Meh.

I didn't actually think about Capships being weak to mining when I made RP, it's kind of bad that Capships are actually the worst thing to bring into RP. A decay-on-jump, capship-locked mining diffuser that drops from the asteroids is a great idea.

Things I'll do for next uni:
- Increase droprate on the unfinished blueprint (10%->15%), decrease lockout (7 days -> 4 days)
- Add a decay-on-jump, capship-locked mining diffuser that drops from the asteroids. Still need to figure out a way to have that make sense in the mini-story that RP is based upon



I would really like to expand RP in the future. I feel like a group of evil scientists that secretly develops doomsday devices is a fun contrast to SS' usual story of "It's an EVIL thing, kill it".

Now that I think about it, expanding and intertwining the RP story with a certain new project of mine could turn out pretty cool, but it would be quite a bit more work than just making a new uber with cool drops.
Is there even interest in a proper story, compared to the interest of having more stuff to shoot and kill?

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Thu Mar 08, 2012 9:05 pm
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Post Re: Increase drop rate of RP bps
How about a cap ship only aura gen that only works in RP. It bypasses all class skills, and is handed out in a mission leading to the unfinished Bp mission.

"Bring us 100 metals and 10 prom and we'll build you a special device to protect you on your mission."

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Thu Mar 08, 2012 9:09 pm
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Post Re: Increase drop rate of RP bps
Would be nice to add a lobby between the turret and the boss level, then put in a boss for each type of ship. The diffusers could possibly even be mined in the lobby, although you'd want them to stick around until you left the instance, which I'm assuming would take some trickery. I'd definitely be interested if the zone had more specialized boss fights with a better chance of getting class-specific loot from each of the bosses.

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Thu Mar 08, 2012 9:13 pm
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Post Re: Increase drop rate of RP bps
s_m_w wrote:
Griffin wrote:
Make AI/roids drop diffusers which are Capship locked? Meh.

I didn't actually think about Capships being weak to mining when I made RP, it's kind of bad that Capships are actually the worst thing to bring into RP. A decay-on-jump, capship-locked mining diffuser that drops from the asteroids is a great idea.

Things I'll do for next uni:
- Increase droprate on the unfinished blueprint (10%->15%), decrease lockout (7 days -> 4 days)
- Add a decay-on-jump, capship-locked mining diffuser that drops from the asteroids. Still need to figure out a way to have that make sense in the mini-story that RP is based upon



I would really like to expand RP in the future. I feel like a group of evil scientists that secretly develops doomsday devices is a fun contrast to SS' usual story of "It's an EVIL thing, kill it".

Now that I think about it, expanding and intertwining the RP story with a certain new project of mine could turn out pretty cool, but it would be quite a bit more work than just making a new uber with cool drops.
Is there even interest in a proper story, compared to the interest of having more stuff to shoot and kill?


Looks very good. Now please make the Unfinished Blueprint mission repeatable, because I am starting to run out of them in 1-2 more blueprint drops :lol:


Fri Mar 09, 2012 2:08 am
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Post Re: Increase drop rate of RP bps
Enigmatic Sector is so darn fun mainly due to the story line. Having some background info on stuff and a submersive mission chain is pretty cool.

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Fri Mar 09, 2012 3:27 am
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Post Re: Increase drop rate of RP bps
I agree with Spatzz

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Fri Mar 09, 2012 3:28 am
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Post Re: Increase drop rate of RP bps
i agree with PB.


TROLOLOL:)

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Fri Mar 09, 2012 3:29 am
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Post Re: Increase drop rate of RP bps
I disagree with Paxx.

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JeffL wrote:
because we can and it looks really cool

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Fri Mar 09, 2012 3:30 am
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