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I would like to see non-standard systems. 'it are bad ideas as i only want to kill you easily'.
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My rabbles :), i will try to answer any valid points brought up and all, except those clearly written in the means of The events in the past they will be out of local as they are in a different timeline at that point. I understand the above is a bit hard to implement thinking about current game mechanics, but during the time people witness Short scene of a flagship warping off to a planet while it's almost disintegrating. Have the 'unfortunate' explorer get sucked into an anomoly that warps it back in time for a moment witnessing anĪncient Jove battle orso without the ability to participate and have them warped back to current times where theyĬan use their archeology skills in the remnants of that battle to find some treasures, perhaps leaving hints in the Other professions die off as everyone is going to the gold rush called exploration profit.ĭynamic - I think one could play with 'events' tampering with time and bring back a bit of lore into the game. Nomadic lifestyle - See my first part(s) about the ships.Ĭhance-based income - Sure, but it needs a very, very, very good balance, else you see explorers leave when incomes too low vs risks, or you see Mystery - The random generated area's are the best bet for this, not knowing who or what to expect is in the core of exploration. Not just Combat - I agree, there isn't always treasure in the most dangerous places, it can be in the fields behind your home. Now some loose rabbles about some other points: Uber ship but offers a safish haven for the nomadic people. In this case you still have the chance to get caught by those wanting to get you.
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and can be left behind in a password protectedįorcefield decreasing it's signature dramaticly so it's really hard to scan down while exploring. Like a hangar to store stuff you find and ammunition etc. So instead of subsystems, you make up a home of several ships attached toĪ special structure making a whole new type of ship that can only fly and offer some basic tools Where you can interconnect several ships together and detach one of them when youĪnchored it in space. Or, If the favour goes towards a 'mobile home' as i had with my orca, you could think into the modular We explorers get some sort of ship that can do the following:Ī ship that has a role bonus to exploration skills, maybe scalable with levels required to fly the ship.Ī ship that can put out DPS and tank in case it needs to.Ī Ship that can 'anchor' a plex so that it cant despawn in case of emergency warpouts.Ī ship that can use some kind of stealth so nomadic lifestyles gets a boost. You get ridiculed by those wanting to enforce their type of gameplay upon you (the pvp players) and i hope I fancy the idea of the Hive ship and even contributed some to that thread before, but as in many aspects, * The presence of 'normal' rats in certain type of sites. * the need for ships that are needed to withstand all the firepower in certain plexes. * The high loss ratio in low/nullsec due to despawning timers when bad people are looking for you. Things that is making the whole exploration feels broken i think are: Since the changes and introduction of the wormholes every 3 week old character had the same chance of finding plexes and sites and the whole concept of investing time into exploration went down the drain as well as the fun and feeling of accomplishment. Investing in training an orca and move along my ships and modules through space was helping, but increased the 'play safe' gametype as moving with such a ship through null/lowsec was hard. I've started exploration roughly 4 years ago and with the help of dnightmare's extensive guides it was painstakingly long but rewarding and fun. First of all i applaud for wanting to change exploration.