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1. Sticky:CSM Guest Blog: "Reasonable Things" Voting Phase - in EVE Information Portal [original thread]
Corazani, 04, 08, 56, 54, 19, 22, 84, 02
- by Corazani - at 2013.08.02 12:32:00
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2. Sisters of Eve in Reykjavik, pre-planning, and keeping them busy. - in Out of Game Events and Gatherings [original thread]
So this will be my first time at Fanfest, and it is largely due to my girlfriend getting super excited at the idea of a trip to Iceland. I was kind of tempted (it being year 10 and all), but her being all "ZOMG ICELAND!?!" made me man up and get t...
- by Corazani - at 2013.02.04 15:52:00
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3. skills should look different - in Skill Discussions [original thread]
Also: screw the colourblind. Amiright?
- by Corazani - at 2012.07.25 21:34:00
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4. [Proposal] Planetary Interaction 2.1 - in Assembly Hall [original thread]
I'm getting warm fuzzies reading this beast. And I'm only on page 11.
- by Corazani - at 2011.12.21 23:22:00
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5. Clones and immortality - in EVE General Discussion [original thread]
Kudos to Jenn Makanen; I hadn't thought about the Old Man's War series in relation to this. As for the brain "burning;" I looked up a term that THS used a fair bit when talking about mental emulation/copying (and if you want a grimdark view of me...
- by Corazani - at 2011.12.12 03:15:00
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6. Clones and immortality - in EVE General Discussion [original thread]
To quote Transhuman Space: "I died once, but I'm better now." From the very first instant our characters became pod pilots, they jumped way off into the deepend of what is considered "human." The traditional meme around which humanity is structur...
- by Corazani - at 2011.12.09 05:01:00
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7. Wasted skills and points, and some other changes. - in Assembly Hall [original thread]
Uhm... you are aware that the "current" negative value of 0.0 was always there before right? They just didn't show it. That's why certain systems had consistantly better rats and belts in them. Because they had a lower True-sec value. Now they jus...
- by Corazani - at 2011.12.06 02:54:00
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8. Planetary Interaction 2.0 - (Cities, tax, terraforming and beyond) - in Player Features and Ideas Discussion [original thread]
As far as I'm aware there are just the two books. First there's The Empyrean Age which details the lead-up to the Caldari-Gallente war (ie the crashing of the Nyx, etc...) and the machinations behind/around it. The second is The Burning Life, whic...
- by Corazani - at 2011.12.03 13:36:00
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9. Planetary Interaction 2.0 - (Cities, tax, terraforming and beyond) - in Player Features and Ideas Discussion [original thread]
Nestara Aldent wrote: Ill post an answer now. And on top of it, I couldn't believe player corporation could wield enough financial resources for such a big project. Technology don't exist yet in the world of Eve, ugly retcon is possible, but fi...
- by Corazani - at 2011.12.03 05:02:00
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10. I want to start Finding hidden asteroid belts. Quick way to use them? - in Science and Industry [original thread]
Otherwise known as "off-grid" belts. I've only seen them in systems that went without mining long enough for the 'roids to populate enough to spread off-grid. Sometimes you'd be flying to a belt from another or some other object in space, and befo...
- by Corazani - at 2011.11.25 13:57:00
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11. Planetary Interaction 2.0 - (Cities, tax, terraforming and beyond) - in Player Features and Ideas Discussion [original thread]
Asuka Solo wrote: But this begs the question, do we impose a mass limitation? If so, what would be classify as the cut off? So the range of these gates could be influenced by a skill and the availability of other networks with gates on them c...
- by Corazani - at 2011.11.19 13:38:00
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12. Planetary Interaction 2.0 - (Cities, tax, terraforming and beyond) - in Player Features and Ideas Discussion [original thread]
Something else that just occured to me on the planetary gate front, is that if they were capable of transporting goods/persons, they would likely be connected to other planets/systems controlled by the controlling pilot. This would make them incre...
- by Corazani - at 2011.11.19 05:14:00
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13. Planetary Interaction 2.0 - (Cities, tax, terraforming and beyond) - in Player Features and Ideas Discussion [original thread]
Just a couple of points on what has cropped up lately. First, on planetary gates. Given the EvE canon of them not existing to date, it would seem safe to assume that the EvE universe follows similar lines of thought to many other forms of static,...
- by Corazani - at 2011.11.17 06:21:00
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14. Planetary Interaction 2.0 - (Cities, tax, terraforming and beyond) - in Player Features and Ideas Discussion [original thread]
The Mercs on ships aspect of things is very definitely a good issue to try and skirt around if you can. If I recall correctly, one of the initial ideas tossed around for Dust was that the mercs would have their own ships (or at least be able to wo...
- by Corazani - at 2011.11.10 19:11:00
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15. Planetary Interaction 2.0 - (Cities, tax, terraforming and beyond) - in Player Features and Ideas Discussion [original thread]
Asuka Solo wrote: I was thinking of Bespin (Star Wars) when I was placing the Planets into those groups. Somehow I picture a floating Gas giant installation to be more habitable than some frozen Hoth hellhole. In Bespin you could actually sit ...
- by Corazani - at 2011.11.10 17:41:00
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16. Make Mining Interesting & Eliminate Bots: A Solution - in Player Features and Ideas Discussion [original thread]
So... you want to introduce a mechanic whereby people can gank mining ships without involving CONCORD? IE: bump mining ships into asteroids, seeing as under your plan only the asteroids and such objects would do damage, not the ships themselves. ...
- by Corazani - at 2011.10.31 14:35:00
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17. Planetary Interaction 2.0 - (Cities, tax, terraforming and beyond) - in Player Features and Ideas Discussion [original thread]
Asuka Solo wrote: ... or control which players can or cannot buy items from planetary cities. I suddenly have this vision of a pilot decanting to have a stroll along the planetary Incarna mall, only to be stopped at the entry gate by MPs an...
- by Corazani - at 2011.10.07 14:26:00
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18. Nullsec design goals feedback: Mining - in Player Features and Ideas Discussion [original thread]
Originally by: Rees Noturana Wouldn't a 'mining crrier' pilot just focus on the high end ores like is done now and drive down the value of the high ends? Depending on how the mechanics were worked, not really. As it stands, mining dro...
- by Corazani - at 2011.08.23 04:15:00
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19. Nullsec design goals feedback: Smallholding - in Player Features and Ideas Discussion [original thread]
Originally by: Shasz Brainstorm thought: Conversely, the new sov holders could drive out the locals through over-taxation. Set the rate too high and nobody would want to live or rat there. The tax could affect whatever fee it takes to ma...
- by Corazani - at 2011.08.18 13:43:00
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20. Nullsec design goals feedback: Smallholding - in Player Features and Ideas Discussion [original thread]
Edited by: Corazani on 17/08/2011 20:38:29 Originally by: Thur Barbek Also for solo or small corps, there exists NPC 0.0. This space allows you to adjust and maybe get together with other small groups. From there your on the path to o...
- by Corazani - at 2011.08.17 20:36:00
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