This topic has 34 replies, 13 voices, and was last updated 14 years ago by Ctheknight.
Viewing 15 posts - 16 through 30 (of 35 total)
    • Kora Participant
      April 14, 2010 at 3:58 pm #14072

      I consider the ability to create items the abilities of an engineer. The ability to know how to put the components together in order to create a QUALITY item is the knowledge of the scientist being applied to the skills of the engineer. That’s why you have to master related sciences in order to make good armor/weapons/explosives/whatever.

      In short, I think this makes more sense as a science skill. …And since science is so useless without datachips, I think it makes sense from an OOC perspective as well.

    • Gyndi Participant
      April 14, 2010 at 4:29 pm #14073

      Could maybe take out the two nonworking engineering feats (harvester and structure building) and the nonworking engineering skills (survey, imbue, and build structure), give it to engineers make it a level 150 feat or still take those useless things out and make it a level 150 science feat. Then, whenever someone has the feat and they examine the item or whatever, it shows some extra info.

      If something like this was already suggested, too fucking bad! I don’t feel like reading =_=

    • Kirash Participant
      April 14, 2010 at 8:29 pm #14075
      "Helix":2eh1fjy5 wrote:
      Engi say, "All ur skillz r belong to us!"[/quote:2eh1fjy5]

      Engi say, "ohai! i made u sum skillz, but i eated dem…"

    • Anastasius Member
      April 14, 2010 at 9:46 pm #14078
      "Kordite":32e49w98 wrote:
      Could maybe take out the two nonworking engineering feats (harvester and structure building) and the nonworking engineering skills (survey, imbue, and build structure), give it to engineers make it a level 150 feat or still take those useless things out and make it a level 150 science feat. Then, whenever someone has the feat and they examine the item or whatever, it shows some extra info.

      If something like this was already suggested, too fucking bad! I don’t feel like reading =_=[/quote:32e49w98]

      Why should this be a feat and a level 150 to boot? I think it should be a science level 105 skill.

    • Ravaus Participant
      April 14, 2010 at 11:41 pm #14084

      Science is getting a new skill soon. Just saying.

    • Ctheknight Member
      April 15, 2010 at 12:36 am #14086
      "Kordite":1jflowxd wrote:
      Could maybe take out the two nonworking engineering feats (harvester and structure building) and the nonworking engineering skills (survey, imbue, and build structure), give it to engineers make it a level 150 feat or still take those useless things out and make it a level 150 science feat. Then, whenever someone has the feat and they examine the item or whatever, it shows some extra info.

      If something like this was already suggested, too fucking bad! I don’t feel like reading =_=[/quote:1jflowxd]

      Except that they’re not useless. Maybe imbue is, but harvester, gather, structure building and survey are being revamped. Survey works, but the flag isn’t set anywhere. Gather works but the resources aren’t set. Structures are being revamped as per rav and survey will obviously work once the flags get put in.

    • Fishy Participant
      April 15, 2010 at 8:41 am #14091

      Imbue works and has a purpose, it’s just too twink to see the light of day.

    • Kirash Participant
      April 15, 2010 at 9:33 am #14092
      "Fishy":2d3mw5ch wrote:
      Imbue works and has a purpose, it’s just too twink to see the light of day.[/quote:2d3mw5ch]

      Considering the timeframe that Imbue was actually put in, of course it’s twink…

    • Avanga Member
      April 15, 2010 at 1:55 pm #14094

      With the current gimpy vibro-blades and limited amounts of cortosis, it probably wouldn’t be all that overpowered.

    • Kirash Participant
      April 15, 2010 at 5:11 pm #14097

      I’m not a PvPer and I know that people who believe they need cortosis to beat a Forcer aren’t doing it right. However, I would like to see some cortosis-weaved vibroblades so I can at least spar a Forcer without losing my weapons =P

    • Avanga Member
      April 16, 2010 at 12:02 am #14100

      If they want to stand a chance in melee combat? Yeah, they’ll need it. <!– s:? –><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!– s:? –>

    • Fishy Participant
      April 16, 2010 at 10:38 pm #14103

      There was some cortosis in last timeline, I think, and it worked out well enough. Usually what happens is one or two staff members give cortosis to all their homies and aforementioned homies go on a forcer-perming spree. If it were in ultra-rare quantities and distributed in an unbiased fashion, then it wouldn’t be so bad. But usually it’s a massive cheaty clusterfuck.

    • Walldo Keymaster
      April 17, 2010 at 2:32 am #14105

      There was only 1 or 2 weapons with cortosis. One was a prize from a CG I think and the other was a piece of clan leader equipment. Even when Emily was in charge of putting cortosis in game (when imbue was introduced), it wasn’t done in the manner you suggested, it was just poorly done.

      Nice try, though.

    • Fishy Participant
      April 17, 2010 at 7:17 am #14107

      Excellent job, missing the point entirely.

    • Kirash Participant
      April 17, 2010 at 12:16 pm #14108
      &quot;Fishy&quot;:23bkqeac wrote:
      There was some cortosis in last timeline, I think, and it worked out well enough. Usually what happens is one or two staff members give cortosis to all their homies and aforementioned homies go on a forcer-perming spree. If it were in ultra-rare quantities and distributed in an unbiased fashion, then it wouldn’t be so bad. But usually it’s a massive cheaty clusterfuck.[/quote:23bkqeac]

      Might need to adjust your tinfoil hat there, Fishy.

Viewing 15 posts - 16 through 30 (of 35 total)
You must be logged in to reply to this topic.