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1. Sticky:AFK CloakingGäó: Ideas, Discussion, and Proposals - in Player Features and Ideas Discussion [original thread]
Teckos Pech wrote: Stealth bombers are also paper thin and against a heavier class of ship with similar numbers will find that DPS no longer near dreadnought DPS as your ships are alpha'd off the field. My point was that if a group is being dr...
- by Alyssa Haginen - at 2016.01.07 01:45:27
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2. Sticky:AFK CloakingGäó: Ideas, Discussion, and Proposals - in Player Features and Ideas Discussion [original thread]
Teckos Pech wrote: Cloaked ships are NOT that powerful. Even the stratios which might be a tad OP given that it can cloak and thus lurk up on the unaware ratter in NS is still not that powerful. I have done Black Ops fleets that have impl...
- by Alyssa Haginen - at 2016.01.07 00:45:48
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3. Sticky:AFK CloakingGäó: Ideas, Discussion, and Proposals - in Player Features and Ideas Discussion [original thread]
Teckos Pech wrote: Your proposals are not all that dissimilar to what has been proposed in the Observatory Array (OA) thread. --Removing local: I think this is necessary if we are going to give players the ability to actually track down cloa...
- by Alyssa Haginen - at 2016.01.06 05:19:49
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4. Sticky:AFK CloakingGäó: Ideas, Discussion, and Proposals - in Player Features and Ideas Discussion [original thread]
When is CCP actually going act on this part of the game. Cloaking and player listing are connected. With observatory arrays coming it is the perfect time to convert local player listing to a commodity and add some sort of method to scanning cloa...
- by Alyssa Haginen - at 2016.01.05 05:43:05
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5. Sticky:[New structures] Observatory Arrays and Gates - in Player Features and Ideas Discussion [original thread]
GÇó Observatory Arrays--This could tie in with either removing local player listing or allowing players to hide their transponder signal(name) from local. I would like to see these apply effects system wide and possibly even a constellation wide...
- by Alyssa Haginen - at 2015.04.02 07:18:47
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6. Remove player listing in local .5 and below - in Player Features and Ideas Discussion [original thread]
Iain Cariaba wrote: Here's a novel concept, use the search function of the forum to find where this exact same idea has been posted dozens if not hundreds of times. It's been a while since this thread has been posted. It also has the new i...
- by Alyssa Haginen - at 2014.10.28 04:28:51
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7. Remove player listing in local .5 and below - in Player Features and Ideas Discussion [original thread]
xgrishax wrote: Also, if you're talking about sov space, why wouldn't everyone install logs and cameras and what not in their systems? Would this simply lead to PvPers having to stand around and do guard duty to keep track of who is where? I t...
- by Alyssa Haginen - at 2014.10.27 22:35:23
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8. Remove player listing in local .5 and below - in Player Features and Ideas Discussion [original thread]
Great PVP generator: 0.5 systems and below have no player listing in local. You can still see the real time number of players in any given system but, unless they say something in local, their name would not appear. Currently it's like popping in...
- by Alyssa Haginen - at 2014.10.27 20:07:36
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9. Why are people leaving? and wjhat can we do about it? - in Player Features and Ideas Discussion [original thread]
Some of the devs in CCP are nothing more then extensions of their in game corps will with more power then the CSM. There has be more then one case in this game in which developers seemingly spawned in game help for certain alliances which have rui...
- by Alyssa Haginen - at 2014.10.27 20:00:31
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10. Covert Mobile/Asteroid Structures - in Player Features and Ideas Discussion [original thread]
These are variations of and maybe some new mobile structures. There are two overall variations, one using cloaks and the other using evasion from scanners. Covert Asteroid Structures: Pros: Cannot be scanned with directional scan or combat s...
- by Alyssa Haginen - at 2014.10.23 18:19:02
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11. [====Spacial Disturbances====] - in Player Features and Ideas Discussion [original thread]
Dude, I don't care if it got locked, I don't care if it got me banned. That's like CCP saying we are going to help you break your game addiction by banning you off our game. Actually sorry I posted anything at all.
- by Alyssa Haginen - at 2014.09.08 21:37:00
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12. [====Spacial Disturbances====] - in Player Features and Ideas Discussion [original thread]
Since my last thread got trolled by a moderator, I'm reopening this for discussion. Funny that ISD didn't point out where a redundant post was made. Looks to me like your just exploiting your authority, but hey, it's who you are. I left out the CT...
- by Alyssa Haginen - at 2014.09.08 19:56:00
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13. [Suggestion] Black Ops Rebalance - in Player Features and Ideas Discussion [original thread]
Blacks ops are fairly decent besides they could use the t2 resist and fuel bay upgrades. A separate fuel bay which is included with the portal generator allowing the bridge ship to carry 40k more isotopes would be nice.
- by Alyssa Haginen - at 2014.09.08 05:52:00
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14. New Gameplay And Areas-Capture The Flag and Spacial Disturbances - in Player Features and Ideas Discussion [original thread]
This was a great idea which was brought up by players in game. These are also two totally different ideas on one post. [====Capture The Flag====] Objective: Capture the flag from a location in the opposing teams territory and bring it bac...
- by Alyssa Haginen - at 2014.09.08 05:19:00
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15. [IDEA]-Mobile Force Field - in Player Features and Ideas Discussion [original thread]
Sounds good if it's the 5 minute timer I think your speaking of. It would be useless if you use the 15 minutes log out timer because of safe log off. Mixing the 5 min and 1 min will bring conflicts too.
- by Alyssa Haginen - at 2014.08.22 16:26:00
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16. [IDEA]-Mobile Force Field - in Player Features and Ideas Discussion [original thread]
Mobile Force Field Anchoring time: 3 mins Force Field Size: 3.5km Radius Normal mobile structure RF timer Cannot enter with aggression timer This is a good idea for a mobile safe spot. It's not the safest but it does have advantages. If yo...
- by Alyssa Haginen - at 2014.08.22 15:54:00
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17. Sticky:[Summer 2014] Jump Drive Isotope Consumption - in Player Features and Ideas Discussion [original thread]
Rowells wrote: Omg dat math doe Seriously go back to your high school records and double check the name on your diploma. E: in the spirit of not being TOO much of an a**hole here's the correct formula For ease of use we'll pretend 100 isoto...
- by Alyssa Haginen - at 2014.07.22 16:57:00
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18. Sticky:[Summer 2014] Jump Drive Isotope Consumption - in Player Features and Ideas Discussion [original thread]
Where are the low slot fuel conservation modules that were coming with this change? Some people seem to think your fuel capacity will increase after this update which is not true. 50% increase in fuel use minus a 33% decrease in fuel volume equa...
- by Alyssa Haginen - at 2014.07.21 19:34:00
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19. [Ishtar] We Know It's Overpowered...Now What? - in Player Features and Ideas Discussion [original thread]
Kagura Nikon wrote: afkalt wrote: No, we need less cruisers with battleship DPS, not more. I would rather say we need more battleships with battleship dps.. and EHP ... that means a lot of battleships need a boost (tempest cough cough......
- by Alyssa Haginen - at 2014.07.09 15:55:00
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20. [Ishtar] We Know It's Overpowered...Now What? - in Player Features and Ideas Discussion [original thread]
The Ishtar does not take more skill training. It is interesting to see some of replies, some see the truth, others only care about the idea of a 'golden goose'. The Ishtar at one point was underpowered and CCP feels like they owe it a favor I gues...
- by Alyssa Haginen - at 2014.07.08 19:37:00
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